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general Hoth

Advice on 3D rules?

Anyone could advise on a "simple" rule book?

I'm interested in joining the 3D players. How do you measure shots and so on?
afilter

Re: Advice on 3D rules?

general Hoth wrote:
Anyone could advise on a "simple" rule book?

I'm interested in joining the 3D players. How do you measure shots and so on?


3D what...AAM?  If so I just use a hex 3D terrain with the AAM Rules.
NoMoreHexes

General Hoth,

For our 3D AMM battles we use HHRCz cards & rules, which are of course based on AAM 'official' rules. We don't use hexes but we use the Speed 1 = 3" as our 'base'. So, just like AAM with hexes if a unit can move at Speed 3 maximum then we would translate that to 9" maximum movement distance. Unlike AAM we allow that vehicle to move any portion of that distance, where in AAM your minimum move would be 1 hex/3" we allow moves of 1" or even less if you like. We have found this to be more strategic when uses 3D hills, trees, rocks, etc. for gaining or blocking LoS with the opponent. Since we allow 'partial' moves we measure to resolve all combat actions. For tanks/vehicles we measure from turret/cab of the attacker to turret/cab of the defender. For infantry we measure from head-to-head. So, when attacking tank A declares "fire upon" defending tank B we would measure from turret A to turret B. We measure using a tape measure if longer than 12" (otherwise we use 6" protractor or 12" ruler). If the tape encounters any obstacle in its path from A-to-B we determine if LoS is blocked or if a cover roll can be used by defender. Short range is 0"-3", Medium range is 3.25" to 12", Long range is 12.25" to 24". For extended range of some units multiply range x 3". Other rules you will need to address are stacking of units, vehicle facing, and rules for movement on different types of terrain.
JagdThomas

http://aaminis.myfastforum.org/viewtopic.php?p=201207#201207

That's a link to our transition from 2D to 3D gaming. As my father NoMoreHexes said we use the HHRCz cards and rules (as we like them more then standard rules) although standard rules will be fine in 3D setting. Movement like he said 1 hex is 3" so you just put a protractor at the front of a unit and have it move it up to 3" per movement hex it can do. So my Tiger tank has a speed of 2 according to HHRCz. Just multiply the speed by 3 which equates to 6". However say on the map there is a bush 4" away from the Tank that I can use for cover and there is a T34 out in the open. In real life you would get cover to avoid damage while maintaining a good position to fire upon the enemy. With full 3D you can move your tank the bush, poke the turret out and take aim. While you are shooting around the bush, the T34 has to take a shot through the bush to attack you. This means a cover roll for you and possibly save your tank.

So your Tiger tank is behind cover and you want to shoot at the T34. You take a ruler/tape measure and start from the center of your tanks turret, measure to the center of the T34's turret. Lets say that it was 17". Now you have to divide the inches by 3 to figure out range. So 15" is 5 hexes which is basically long range 5-8 hexes. 18" is 6 Hexes, still within long range. We found the easiest way is to always round the inches up to the nearest multiple of 3. Its actually real easy once you get use to it, which takes no time at all. My dad and I in spirit of good gamesmanship can ask each other on their opinion on the distance. However really it has never been on the borderline where its an issue of is it this distance or this distance.

As far as stacking units, we don't have a limit of how close units can be. However you take personal risk when you have units close together when another unit with 'Blast' ability attacks. When a unit with 'Blast' attacks say an infantry man, we measure an inch and a half in all directions to see what all is effected. The reason we do this is we pretend each unit is in the center of a hex. So its 1.5" to the left of the unit, right of the unit, front and rear of the unit. This works very well and while it sometimes is good to have a lot of guys close together say to defend a trench, a motor, brumbar or many other units are a major threat.

When you use 3D line of sight is much easier to figure out. We say guys behind a tank cannot be seen as the tank is used for cover. If two tanks are side by side they cover each others flanks depending on where an opponents tank is. We are experimenting with smoke blocking line of sight from a damaged/destroyed tank (we leave them on the battle field for the awesome looks of it). Also, a blow up tank can still be used as cover.

Finally with 3D it changes the overall scale. Original rules usually have 1 guy represents a squad of guys, and a tank is as big as the river hexes or city hexes. With 3D it takes it down to almost 100% to scale. Instead of the map being like 1:1000 and the tanks being 1:40 (or whatever they are I'm not sure?) it makes everything 15mm scale. We like to have 1 guy represent 1 actual guy. We have larger point armies and have more interesting battles. When I had a tank blown up on a bridge for example, we made a rule where tanks trying to cross the bridge had to make a movement roll as if they were crossing the river itself in order to pass the destroyed tank on the bridge. This made the bridge more valuable to keep clear of units and made it a target to blow up enemy tanks to clog the bridge. With the scale all being the same its more a squad based game rather then you are control a whole division/company of men. Usually in our battles we have maybe a 500 point army? Usually that means 10-15 infantry men, 3-5 Tanks, a few A/T-A/A guns, maybe some planes and a few other odds and ends.

Honestly once you go 3D its hard to go back. It just seems more realistic overall. You can adjust the rules if you like, we have a little, but if you sat down and played a game knowing the HHRCz rules, you would have zero problems playing the game. We found if we barely modify a few things it created a better experience that seemed to represent real life better.

Sorry for the long post, but check out our battles to get a basic idea of how they look
RAEVSKI

I use Rapid fire. easy to learn easyto use, fast, i'll post pics of my games. My Troops are Romanian , German Russian  Brit and Japan
See here
http://www.rapid-fire.uk.com/

and tere is a starter set there
Buzzkill

The problem with playing AAM in 3D is your are taking what is essentially a board game and playing it like a war game. You have just dragged all of AAM's issues along. As much fun as I had playing AAM and collecting the models I have moved on to a 3D war gaming and left the AAM rules behind. I played AAM in 3D but eventually found the hexes to be too limiting. Raevski suggested Rapid Fire which I haven't played but have heard good things about. I use the Blitzkreig Commander rules which I love as they are simple, but still give a good historical feel. There are no power builds, armies are built from historical formations, and I really like the command and control aspect which makes for some real tension in the game. There is a free "Lite" version of the rules so you can get a feel for them: http://www.wargamer.pl/downloads/BKC-Lite.pdf and then they are releasing Blitzkerig Commander II in the next few weeks which have really updated and improved the rules. One of the many things I like about BKC is everything is included in one book, no supplements or endless army or theatre books like Flames of Warhammer. BKC has army list for all the major combatants and most of the minor! I mean they have Greece, Slovakia, Hungary and a rack of other minors completely fleshed out in the rule book. They also have a very active web site where the game designer answers any rules questions so you may want to check it out: http://www.blitzkrieg-commander.com/
general Hoth

Thank you for all your help. Very Happy
Some i had heard of like rapid fire which is played in wargame circles in Paris.
I'll take my time going through the links. thanks again! Cool

My main worry is that i want to keep it simple just like AAM.
general Hoth

Re: Advice on 3D rules?

afilter wrote:
general Hoth wrote:
Anyone could advise on a "simple" rule book?

I'm interested in joining the 3D players. How do you measure shots and so on?


3D what...AAM?  If so I just use a hex 3D terrain with the AAM Rules.


This was an option for me too. i did contact an e bay seller who had 36 huge home made tiles to sell but it was way to heavy to send over to France. Crying or Very sad
afilter

Re: Advice on 3D rules?

general Hoth wrote:
afilter wrote:
general Hoth wrote:
Anyone could advise on a "simple" rule book?

I'm interested in joining the 3D players. How do you measure shots and so on?


3D what...AAM?  If so I just use a hex 3D terrain with the AAM Rules.


This was an option for me too. i did contact an e bay seller who had 36 huge home made tiles to sell but it was way to heavy to send over to France. Crying or Very sad


This is what I used:

http://www.ghqmodels.com/store/hex-material.html

Very light weight and transportable.  There are some other ones out there with 3" hexes, but I like the 4" especially with the new V2 vehicles.

Materials used:


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