Trap choices in O&G in TOW?

For Orcs&Goblins in TOW: what units and/or unit options are "trap choices"? Meaning those units, characters or options that are extremely ineffective for their point cost, or just plain bad in almost all circumstances.

What are your experiences with this? What do you consider "wrong" choices - and which do you maybe take anyway?

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u/Darnok83 — 3 days ago

Looking for ruleset(s) for ship/airship battles

TL;DR: I have multiple editions of "Dystopian Wars" and plenty models, but never actually played the game. I am looking for alternative rules to use those models - which should be easy to learn and ideally quick to play.

So.... I am a wargaming hoarder.

I have way more models than I could ever build and paint in a single lifetime, and many, many rulesets I will never actually use. These days I try to look into rulesets that are ideally easy to learn, quick to play and more or less model agnostic.

In this particular case I am looking for a ruleset to play with fleets of ships and flyers with a somewhat fantasy/sci-fi theme. Meaning: I want to use my "Dystopian Wars" collection, and the rules need to reflect the navel/aerial component inherent with that. Among other things this means that (most?) spaceship combat rules are out - they often abstract the ships dimensions, and do not take into account physical dimensions of the models on the table.

Money is an issue, but I would spend some money if I am convinced I found the right thing for me. This includes dice, templates, markers and whatever else that ruleset might need - even though I would rather use as little of those as I can. If possible I prefer to need nothing but a tape measure and regular D6 dice.

Most important of all, and I can not stress this enough: it has to be easy to learn. I have no time and am too old for complicated 200-page books with ten charts for general rules and two pages of special rules for each individual model. Those have their place, but I am looking for the opposite. "Dystopian Wars" and "Battlefleet Gothic" are both on the upper end of the spectrum of what I am willing to accept - if all else fails I might go for the fast play version of the old DW rules.

Maybe as some kind of summary of what I want from the game I am looking for:

  • It has simple to learn overall rules, ideally quick to play, which at the same time are still open or varied enough to feature many different types of ships...
  • ... as I want to use models of ships and flyers of different sizes and with a variety of weapons...
  • ... and their physical dimensions on the table are reflected in those rules (i.e. no "the model of the ship does not really matter, since everything is measured to and from its circular base and only that part actually interacts with the rules").
  • I am not opposed to special dice and/or templates and/or markers, but would prefer as little of those as possible.
  • I am willing to spend some money, but would prefer free rules - and at least some form of free access to the games machanics is a necessity, if only as a gameplay video on Youtube.

As always: many thanks in advance!

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u/Darnok83 — 18 days ago

Marks 2, 3, 4 and 6 now in plastic - anybody doing mostly mixed squads?

With basically all "proper" marks of power armour (soon) available in plastic: who is looking forward to do lots of mixed squads?

And do you even appreciate the look of mixed squads over doing "mono units"?

On a related topic: how easy is it to swap parts between the different plastic kits, to basically create Mk.V models?

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u/Darnok83 — 27 days ago

Building a small LRDG force... and I have no clue what to do

So let us assume I have a box of British Commonwealth Infantry plus a box each of British CMP 15cwt Truck, Chevrolet WB 30cwt Truck and Willys MB ¼ ton 4x4 Truck. They were all bought with a small LRDG force in mind and I believe they can all be used as intended - but I have no idea how the models are actually to be built to make a legal BA army.

How would the 30 infantrymen need to be built to end up with a legal list? How many dudes with what guns, and how would they be set up in squads? Are the vehicles enough to transport them all? Are there additional kits required?

And what "army books" would I need to play with this list?

Many thanks in advance!

u/Darnok83 — 1 month ago

Current rules for Autocannone da 102/35?

Disclaimer: I am quite a noob in terms of FoW rules, despite having bought stuff here and there over the last 20 years. I just never dived into the gameplay and rules proper - which I would like to change.

So I got me some Italian Bersaglieri army box for North Africa ages ago, and a small box of two Autocannone da 102/35. Everything from the Bersaglieri box seems to be covered in the "Avanti" book, which I think is the current "codex" for Italians in North Africa - but the Autocannone da 102/35 are not. I assume I could use them as 90mm on Lancia?

Is there another book covering this?

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u/Darnok83 — 2 months ago

What are the options for "counts as Italian infantry" in plastic?

I am essentially looking for plastic infantry kits originally meant for other nations to use for Italian infantry in North Africa.

So which plastic infantry kits would work for this? This would only work for non-Bersaglieri units, since I am unwilling to sculpt feathers at this scale. But regular infantry and paratroopers? I am sure there are plastic kits for German, British, US or Japan equivalents that look similar enough?

I just really prefer plastic over metal or resin, and am willing to accept small differences in look as long as it is not too obvious.

Many thanks in advance!

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u/Darnok83 — 2 months ago