Cancel
Free Virtual Tabletop RPG

« Back to Table

Latest Posts

WW2 command game

oman1666 Jul '15  /  edited Sep '15
Who will win this alt. world version of World War 2? The Allies or the Axis! Upon joining the campaign, you will be assigned a side, lead them to victory!

Current Allies:

2nd Lieutenant Beaumont (Supersam317)
2nd Lieutenant Dobashin (Talhajami)
Master Sergeant Johnson (Endersquire)
Master Sergeant Bill (Captainsnake)
Master Sergeant Roby (Bane007)
Master Sergeant Xander (Lieren)
Master Sergeant Keller (Tatterton)
Master Sergeant Cachagua (Palegeon)

Current Axis:

Oberluetnant Rundstedt (Humon)
Luetnant Amsel (Cerberus)
Luetnant Smidt (Charisma2)
Luetnant Schreber (Kingjace27)
Leutnant Elric (Funnio987)
Oberfeldwebel (Traelyn)

Total victories (allies vs axis) 1-4.
oman1666 Jul '15  /  edited Aug '15
Character Set Up.

You are playing the role of a commander in WW2, leading an elite platoon for victory.

Name: The SURNAME of your commander. This should match their nationality (i.e. a German will not be called 'Jones')

Role: Your role is determined by your current xp level and your alignment (ally or axis) (see ranks)

Might, Agility and Wisdom: These are not in use in this game.

Life: The amount of life you have will determine how many men are in each of your standard squads.

Power: Power can be used to set special things in play (in secret) before the game

Traits: Your traits represent the various units you have under your control, each trait represents a different squad. You can have more than one of the same type of squad (see units.) The level of your trait should be how many of that unit you control. E.g. if you control 3 squads of Riflemen, you'd format that as +3 trait.

Desc: Tell us your commanders' backstory! Where are they from and what was their military experience?
oman1666 Jul '15  /  edited Jul '15
Combat Rules

Suppression plays a key role in this game, just as it did in WW2 combat. A suppressed unit cannot leave cover as long as the suppressive fire is successful. When a unit suppressing another it itself suppressed or killed, the units it was suppressing are freed. Each turn, a unit automatically fires on the units it is suppressing, this is a free action. If 0 stars are rolled, the suppressive fire has failed and the unit is free again. If 1 or 2 stars are rolled the suppression continues. Every star above 2 kills an enemy soldier whilst continuing to suppress an enemy.

If you move, and cross an enemy sight-line, they will fire at you and 1 man per star in your squad will die unless there is cover between the enemy and you. Do not move across open ground if you want your troops to live.

No soldier is as good with a knife as with a gun. All units roll 2 dice for melee combat, and essentially slash at each other until one squad is dead.

Remember the 4 Fs of combat: Find them, Fire at them, Flank them... Finish them!
oman1666 Jul '15
Terrain

Rule of thumb: Wooden (brown) terrain can be destroyed, Stone (grey) terrain cannot.

Cover can be found behind walls (door tiles) and in buildings.

grass or 'sand' terrain represents open ground.

Raised white terrain represents barbed wire.
oman1666 Jul '15
Rank System

Your rank (and role) depend on two things: Your alignment and XP, see the guide below.

ALLIES:
Upon Creation: Master Sergeant
After 1st Victory: 2nd Lieutenant
At 20xp: Lieutenant
At 40xp: Captain
At 60xp: Major
At 80xp: Colonel
At 100xp: General

AXIS:

Upon Creation: Oberfeldwebel
After 1st Victory: Leutnant
20xp: Oberleutnant
40xp: Hauptmann
60xp: Sturmbanfuhrer
80xp: Oberstleutnant
100xp: Oberest

The highest ranked officer (the one with the most XP) may gain control of more units than the others.
oman1666 Jul '15  /  edited Jul '15
Pre-Game PP Actions

Any pre-game PP action will cost 2 power points.

These are abilities that use power points to set something in motion before the game has even begun The below list is just a few examples and players may ask the GM to use custom powers.

Usually these powers should relate to special equipment or training the troops have been given.

Example special actions:

-A squad is equipped with one-time use frag grenades, which force the squad out of cover.
-A squad is secretly equipped with one-time use gas grenades causing an enemy unit to be 'stunned', loosing an action as they fumble for gas masks or choke. also kills 2 dice of enemy men.
-A squad is equipped with smoke grenades, breaking line of sight temporarily.
-A squad is equipped with one-use molotov grenades, forcing an enemy to stop, drop and roll or else burn to death!
-A squad was specially trained for their mission in advance, and has +1 attack die.
-Land mines have been placed on a given square of the battle mat, killing a unit walking over it.
-anything else you can think of!
oman1666 Jul '15  /  edited Jul '15
Units

RIFLEMEN: A standard unit, along with Assault Teams, these should form the back bones of your army. Half of the units you command should be Riflemen or Assault Teams. Riflemen are a basic unit that are decent in every situation. Attack 3, ideal range: 3-7 spaces.

Riflemen: 1 - Attack 3, ideal range: 3 to 7 spaces.

ASSAULT TEAMS. standard unit, along with Riflemen, these should form the back bones of your army. Half of the units you command should be Riflemen or Assault Teams. Assault Teams use Tommy-Guns or MP40s to storm the enemy. They are excellent at close range. Attack 4, ideal range 2-4 spaces. Uniquely, when moving, if reactive fire triggers, the moving Assault Team fires first, making it the only unit that can safely charge against small numbers of foes.

Assault Team: 1 - Attack 4, ideal range 2 to 4 spaces. Effective chargers

MACHINE GUN TEAM: Machine guns are deadly pieces of equipment, but are heavy, requiring a team of men to pick up and carry. A full turn is needed to deploy or pack up a MG, but once deployed they are deadly in the direction they are facing. Attack 6, ideal range 3-5. If a Machine Gun Team is reduced to 2 men or less, it does not loose an attack die, but instead can no longer be picked up, carried or moved. It is essentially locked in that position. A MG can begin the game either deployed or undeployed.

MG Team: 1 - Attack 6, ideal range 3 to 5, takes a turn to pick up or deploy. Single direction only.

SNIPER TEAM: Snipers are excellent at very long ranges, but not so effective as short ranges where they loose two attack ice. Attack 4, ideal range 4 spaces or more

Sniper Team: 1 - Attack 4, ideal range 4+ spaces. Loose 2 attack at short range.

ARTILLERY TEAM: Regardless of your life, Artillery teams always contain two men. (one with binoculars and one with a radio). Artillery teams do not attack normally, but instead can call in an artillery strike on an enemy unit in sight. A single die is rolled against an enemy unit and kills 5 men per star. These strikes can also flatten buildings and kill 4 dice of men inside it per unit. After firing, a turn is needed to let the strike cool down. An artillery strike can damage a tank.

Artillery: 1 – A devastating attack, capable of killing entire units, every other turn.

FLAME THROWERS: Flame Throwers are fairly effective against infantry, but better at burning down or through wooden cover. Attack 3, ideal range 1-4 spaces, can be used to destroy wooden cover.

Flame Thrower: 1 – Attack 3, ideal range 1 to 4 spaces, can destroy wooden cover.

BAZOOKA SQUAD: Bazooka Squads take a full turn to reload after firing, but are devastating against infantry and are one of the few units that can take out a tank. As they have a long reload, they are the only unit that can't be used to suppress. Attack 5, ideal range 3 - 5 spaces.

Bazooka: 1 - Attack 5, ideal range 3 to 5 spaces, can destroy tanks but can't suppress the enemy. Take a full turn to reload.

TANK: Tanks can only be damage by other Tanks or by Bazooka Squads and can take damage equal to half of your life, rounded down. They are huge, devastating machines of war, but large, slow and clunky. A tank takes up a 2 by 2 area of the battle-mat and therefore cannot go down 1 wide ally ways. They are also limited to 4 spaces of movement per turn. Tanks may attack twice, once with the cannon and once with the MG. The cannon functions in the same way as a Bazooka squad, and the MG like a MG squad (with it's direction of fire being the direction the tank moved in). Tanks use two traits to add to your platoon.

Tank: 1 - A huge, devastating vehicle of war with various rules.

If you don't see a unit you'd like, and would exist in a realistic WW2 setting, talk to the GM about it, I might be able to add it :)

When two squads you control are adjacent, men can be moved from one squad to another instead of attacking.

The maximum squad size is 8.
oman1666 Jul '15  /  edited Jul '15
XP System

2xp per hour.
+2xp if you win the battle.
-2 xp if you loose all your units. It's better to retreat than have your men massacred.
+1 xp to the commander who I felt performed the best (this could be a commander on the loosing side)
oman1666 Aug '15  /  edited Aug '15
Overworld Turns

The allies and the axis must agree on a single unit to move, and the highest ranked player must message the GM which one it is and where they are moving (north, south, east or west). Once both sides have messaged the GM, both units will move.

This continues until two units enter the same square, then battle commences. The victorious team moves onto that square. If the loser retreats their figure is moved back to before the two units met. If they loose all their units, they loose a figure on the overworld.

If a friendly unit is adjacent (not diagonal) to you when you start a battle they will join your side, and you will get to out-number the enemy! (If 2 allied units fight an axis unit, the allies will be able to deploy 10 units vs 5 axis units as opposed to the normal 7 vs 7)

Units are permitted to move over water.

Please log in to add a comment.