Firstly I would like to thank all those who have purchased my latest rules Fireteam:WWII, your support is greatly appreciated.
Currently I am working on the first army list supplement for the rules. This first supplement expands on the army lists provided in the rulebook providing more options, different types of unit and forces from the early and late war periods.
These army lists will be uploaded onto this site and available as a free download.
If anyone has any requests for specific forces or army lists feel free to message me with your request.
My new WWII Skirmish rules are now available from the WargameVault.
The game uses the same system as my already published Fireteam:Modern set of rule but with a number of improvements and changes to better suit them to the WWII period.
The game is intended for reinforced platoon sized engagements. Each player will usually command a platoon with a few additional support weapons or vehicles.
The rules provide fast paced games that reflect the intense and unpredictable nature of warfare at close quarters.
The rules also allow players to utilize real world historical platoon combat tactics such as making use of fire and maneuvers with covering suppressive fire.
The rulebook includes all the rules needed to play the game including rules for vehicles, artillery and aircraft. Army lists are included for late war British, Americans, Germans and Soviets. More will be available soon as free downloads on this site.
This week at the Minehead Wargames Club I put on a game of Fireteam:WWII. The game was set in Normandy a few days after the D-Day landings. The mission involved a British platoon attempting top capture a small village from German Defenders.
The infantry miniatures are from Warlord Games’ Bolt Action series while the vehicles are 1/48 scale models by Tamiya.
- Command Group
- PIAT team
- OP Team
- 2 x Infantry Sections
- Vickers MG Team
- Universal Carrier
- Sherman Firefly
- 1 x 25pdr Field Gun (off-table)
- Command Group
- 2 x Infantry Sections
- MG-42 Team
- Tiger Tank
One half of the table was covered with farmland with dense bocage hedgerows (seriously restricting lines of sight) while the opposite end was occupied by a small village.
The terrain was built and provided by club member and terrain guru Paul Davies who has also published an excellent book on producing wargaming terrain that can be purchased on Amazon.
The opening turns of the game saw the Germans taking up defensive positions in the village including positioning their MG-42 team on the top floor of one of the buildings. The British cautiously advanced sending their Tank, and MG team directly ahead while the two infantry sections moved around the flank.
The dense bocage terrain prevented any long range firing so the first few turns were light on casualties. Once the British reached the edge of the village the action really began.
The Sherman Firefly edged out of one of the fields and hit the side armour of the Tiger with a lucky shot, knocking it out before it could even engage a target. Meanwhile the Germans defending the edge of the village engaged in fire fights with the British positioned in the hedgerows. Due to some awful dice rolling from myself combined with excellent dice from my opponent Mark the Germans came off much worse.
This hammering on the edge of the village sent the defenders into disarray with one section surrendering and the others forced to fall back. To add to the German misfortune, Mark managed to bring an artillery strike down on the building housing the MG-42, killing most of the team. All of this allowed the British to enter the village while the rest of their force could carry out their attack on the German flank and secure the victory.
Overall it was a fun game with plenty of tension and excitement. Once the firefights began the effects of the close quarter gunfire was brutal. If I were to play the battle again I would make more use of the buildings and probably dig most of the defenders in before the game (and roll better dice of course).
This Saturday (13th May) I am planning to attend the Legionary wargames show down in Exeter. I will be helping out with an American civil War game put on by the Minehead Wargames Club, showcasing the excellent miniatures and terrain of Mark Densham.
Although I will not directly be promoting my own games feel free to pop over for a chat or with any questions about my rules, I would love to meet you!
More about the event can be found on the shows website:
The poor weather other the May bank holiday we experienced here in Somerset has had the bonus of allowing me to make some large steps forward with producing my second world war variant of my Fireteam skirmish rules (although the rain did mean I missed out on the Civil War day at Dunster Castle).
The main part of the rules is now complete, players of Fireteam:Modern will notice a few changes to the rules that have been made to better suit the time period. All that remains is to compile the first wave of army lists and carry out final tweaks and proof reads.
The army lists in the core rulebook will cover the ever popular late war period (1944-45) for the UK, USA, German and Soviet armies. Other periods and nations will also be provided with lists that will be uploaded onto this website for free download.
Hopefully in the next few weeks I will put on a game of Fireteam:WWII at the Minehead Wargames club and post an after action report with photos on here.
I am currently working on a new version of the second world war variant of my Fireteam wargame rules.
Essentially the rules are the same as Fireteam:Modern however there will be number of tweaks to make the rules better fit the time period.
The rules will include basic army lists for late war British, USA, Germany and the Soviet Union.
Last night I put on a game of Fireteam:Modern at the Minehead Wargames Club. I took command of a beleaguered group of Russian Soldiers caught in an Insurgent Ambush in a built up urban area in a Middle Eastern City while my opponent Toby took command of a fanatical group of insurgents occupying well defended positions in the buildings and on the rooftops.
The Russians were without any additional support (i.e. air or artillery) due problems with their comms network therefore they were on their own. Their mission objective was to cross the table and exit at the opposite end.
Early on in the game the Russians made advances, inflicting a number of casualties on the insurgents and knocking out two HMG armed technicals. However the tide began to turn. Through a combination of good protected firing positions, some lucky initiative card draws and good dice the insurgents began inflicting serious casualties on the Russians.
By the 5th turn the Russians BMP-1 was in flames, and their force was reduced to just two suppressed fire teams.. by this point we called it a night as the chances of the Russians reaching the opposite end of the table looked impossible.
Maybe next time the Russians can get their comms back online and call in some much needed air or artillery support to clear out the insurgents!