Operation Good Cause 2019 is a fundraiser raffle of a 28mm WW2 US army benefiting the ICRC.

Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Rules Review - What A Tanker!

What a Tanker! is one of the newest releases by Too Fat Lardies, and they were so kind to donate one of the books (and a matching token set) to our project!


What a Tanker! is designed as a multi-player tank duel game. It is recommended that each player fields a single vehicle, but you want at least 2 vehicles per team, and in my experience, each player can easily control up to 3 vehicles. There is a point system that gives you an idea which vehicles are roughly equals, and it works very nicely. Of course there are some very powerful vehicles like the Jagdtiger, which will give your opponent some head ache if he invested in a more balanced force, but these kind of matches should be very rare.

The game also features rules for campaign play, in which your crews earn experience, get promoted to more expensive vehicles and gain special abilities. Five kills give you ace status, and you’ll gain a special ability or upgrade to the next tier of tanks.
Each tanks has two main attributes, Strike and Armor. Strike is the strength of your gun, and armor is, well, the strength of your armor. Besides that, there are some special rules like Fast (more opportunities to move), Rapid Fire (only needs to reload once per turn) or Iron Fist (better chance to deal permanent damage).

Each player uses a dashboard for each vehicle to keep track of its status. 


The activation is kind of similar to Chain of Command. Each tank has 5 command dice whih are rolled at the start of each activation. Different results allow different actions: 1 is movement, 2 is target acquisition, 3 is aim, 4 is shoot, 5 is reload and 6 is a wild card that can be used as any other dice, to give you an advantage for initiative next round or to modify to hit numbers. Yes, you need to go through a lot of steps to shoot at your enemy. And yes, you may be all set up and ready but can’t get the “4” that will actually allow you to deal out some pain. But in reality, these moments are rare, and they are what gives this game spice. You will be very often have those “stand up”-roll, when this one drive or shoot dice will make or break your gamble.

Once you are unleashing on an opponent’s tank, you roll 2D6 modified by movement and terrain to hit. After that, you roll your Strike dice and your opponent rolls his Armor dice. Depending on positions, you’ll need different results to score kits. For example, if you hit the front armor, you’ll need 5s for hits and 6s for critical hits, on the rear armor you’ll get hits for every die showing a 3 and criticals for every result of 4 or more. The target needs 5s or 6s for saves. Compare the results: More saves than hits means the shot didn’t do anything. An equal number of hits and saves means minor damage and the target falls back. If you score more hits than saves, you’ll do damage: temporary damage if you rolled more ordinary hits than criticals, and permanent damage when you rolled more critical than ordinary hits. If you have 3 more hits than the target has saves, the target is outright destroyed by your shot. Temporary and permanent damage costs you command dice, and permanent damage also affects your hull or turret.

If your tank is reduced to zero command dice, the crew will bail out and the vehicle is destroyed. Matches often develop into a game of cat and mouse when each side hopes for the right combination of dice to come up to support their fiendish plans, but it never gets dull.
This is What a Tanker! in a nutshell. It is a fast, fun game with a lot of randomness, but it rarely feels frustrating. Definitely on the “beer & pretzels” side of gaming, but still pleasantly sophisticated, and a great way to have some fun with a unique way to play.



And the winner of our raffle will not only get a copy of the rule book, but also a set of tokens for their dashboards!

Rules Review - Chain of Command

As promised, here is a review of the second set of rules that come with the Operation Good Cause army: Chain of Command by Too Fat Lardies (who also generously donated the book to our project!).



Chain of Command has been around for a while, it has been released in 2013. It is played at the same platoon level size as Bolt Action, and also uses D6 for its tests. But apart for this, it is a very different kind of game.

There are three types of units: infantry, support weapons, and vehicles. Each side usually fields a platoon of infantry and a choice of support options. The book contains eleven force lists for the US, Soviet Union, Germany and Great Britain, each with their own national characteristics. The Western Allies and each have lists for infantry, armored infantry and paratroopers, while the Soviets only have infantry and tank rider lists. Availability of support options is random, usually the attacker rolls 2D6 and takes options up to that value, and the defender takes options up to half that value. The costs range from 1 to 12. For example, a sniper team costs 3 points, and a Panzer IV H costs 7 points. There are six scenarios in the book, and those limit the choices in some cases.

The morale of each unit is tracked through “shock”. Shock is mainly gained through receiving fire, and it will have massive effects very fast. Each point of shock on a unit reduces it movement by 1”, and for every 2 points of shock one of the soldiers won’t fire his weapon. If the unit has as much shock points on it as it has soldiers left, it is pinned. If it has more than double as many shock points as members, it breaks. A pinned unit cannot move, but still shoot a little bit (but not much). A broken unit runs away and cannot be activated as long as it is broken. Shock can be removed by leaders during their activation, but that is a slow process.

At the start of the game, you have a patrol phase. Both player are moving around a number of markers determined by the scenario. If two markers end up within 12” of each other, they are now locked and cannot move again. This goes on until all markers of one side are locked, and the patrol phase ends.

Next, the jump-off points for both sides are determined. These are the points from which reinforcements enter the battle. Jump-off points can be anywhere in cover and outside of 6” from an enemy unit. There are some more rules about their placement, but these deal with special cases. During the game, you can capture and remove your opponent’s jump-off points, and you can move your own around to a certain degree to adjust to the tactical situation.

Activation of units during a turn depends on your command dice. This is a number of dice given by the scenario, usually 5. At the start of each phase you roll them, and the results determine what you can do. “1” to “4” let you deploy or activate different kinds of units. “5” and “6” are special results. A “5” increases your command points, if you accumulate 6 points, you can play a special action. For example, you can play an ambush, which allows you to immediately deploy an infantry team and shoot with it. So yes, a Panzerschreck team can just pop up behind your Sherman and ruin your day! If you roll a “6”, the next phase is your opponent’s. But if you roll two “6”s, it is yours again! Three “6”s indicate the last phase of the turn, and if you get four of them, it is the last phase of the turn, and you get the first phase of the next turn, you automatically gain another special action from command points and you roll for a random event – which includes the possibility of a morale boost because your troops found a stash of booze!

There is a mechanic that let you combine low results, for example you can use two “2” as a “4”. But the highest result you can add up to like that is “4”. Still a good way to not be completely thrown off track by a bad roll of the dice.

So you can see, the game is very unpredictable and everything can change with one thro of the dice. But somehow this feels way more realistic than the god-like control one has in other games.

Unit activation allows you to move, shoot, do both at a reduced effect, give covering fire, go into overwatch or rally. The order of activation form your dice is up to you, but every unit can only activate once per phase.

Movement in Chain of Command is a bit random, you use dice and modifiers to figure out how far a unit will move. But since the action is usually in a more compact space than in other games, this doesn’t really have a huge impact on your tactics. You can move “at the double”, but that causes a point of shock because your soldiers are more focused on themselves while running.

Combat is straight forward. The range of rifles is pretty much “if you can see it, you can touch it”, and only SMGs and pistols are limited in effective range. To hit, you roll dice according to the weapon (for example, each rifle is 1 die, a machine gun is 8 dice). You roll to hit depending on the quality of your target and for effect depending on cover and other modifiers. If the shot hits, it causes either shock or a wound.

There are also rules for throwing grenades (and for rifle grenades!), including the possibility to fumble it, something I sorely miss in a certain other game.

Vehicles and anti-tank weapons are very complex – for example, a vehicle commander has a certain number of orders he can give with his activation, like advance, aim, fire etc. If a vehicle is shot at, you use a different procedure that can involve a lot of modifiers. There armor values and armor piercing values, and much more that can make it look quite intimidating. Nevertheless, all of these factors make sense and one gets used to them quickly.

Of course, this is only a rough overview of the rules. In summary, Chain of Command is a funny beast. On the one hand, the rules are very detailed, and there a few situations that lead to discussions. On the other hand, it has a huge emphasis on randomness. But this is what makes it so entertaining. You don’t have to be aware of a huge amount of special rules and exceptions from them, and instead you can focus on what is going on on the table, and how to get an advantage over your opponent.

If you are less interested in the late war armies covered in the main book, there are plenty of supplements including the Blitzkrieg 1940 and Operation Citadel.


All in all, Chain of Command is an easy to learn, but challenging WW2 game, that may put you between a rock and a hard place in a heartbeat.

Available at Too Fat Lardies!

Next time, we will have a look at more finished transport vehicles.

Bell of Lost Souls Feature

Hello everybody,
Bell of Lost Souls has featured our project again, and it contains a nice little bit about the other rule sets you'll get with the army - that's right, there are FOUR different games you'll get, that's 4 different ways to enjoy your new army!

Check it out:
https://www.belloflostsouls.net/2019/05/operation-good-cause-update.html

Rangers Lead the Way with an Armored Fist!


Today we will have a look at the contribution of the Christchurch Wargaming Club.

The CWC is one of the largest clubs in New Zealand, and has a strong section of historical gamers. Many of us play Bolt Action and we have several torunaments each year, plus special events like an Operation Barbarossa multiplayer game or this year's D-Day event.

When I approached the club with the idea for Operation Good Cause they were immediately hooked and offered their support. After a bit of a discussion, we ended up with this package:


So our little give-away army just gained a Bolt Action rulebook, because let's face it, it is the most popular system for World War 2 at the moment (but I can tease you a bit by saying that it won't be the only rule set that will be included!). We also got a box of Rangers to add another platoon to the force. Beside that, one can never have too many transports, so we have 2 halftracks. And last, but not least, a 75mm pack howitzer and a 57mm anti-tank gun. We chose an Airborne and US Army version to make the crews interchangeable to offer maximum variation.

So together with what I already showed you, we now have:

64 Airborne
25 Rangers
1 57mm ATG

1 75mm pack howitzer
2 M3 Halftracks
1 M5 Stuart
1 M10 Wolverine
2 M8/M20 Armored Cars
1 Bolt Action 2nd Edition book

Next time, we will announce our first intermediate give-away, and then we will start reviewing the material we got from our sponsors. Stay tuned!