"World at War Add On" Free Download at Wargames Va

rvrratt

Mongoose
Go to http://www.wargamevault.com/product_info.php?products_id=59118&src=FrontPage download it!

I did a small...really small review of this download here:
http://www.evocommand.com/forum/viewtopic.php?p=28355#28355

Check it out! :wink:
 
Thanks rvrratt! :D

The Battlefield Evolution: World at War Add On is a free supplement that changes and enhances some of the existing rules.

The text gives you additional rules and game examples that make World at War an even better game (at least in my humble opinion) …
In addition a lot of feedback was given by the eager Battlefield Evolution: World at War community since its release. Many of the sometimes hotly discussed topics are addressed in the advanced rules and traits of this document.

However – and I really have to stress this point – these rules are totally unofficial as all rules published under the Logo License. The fact that I like them more (and I am biased here) does not make them better by default. Use them at your own risk!
So whenever you want to play in a Mongoose sanctioned tournament please stick to the official rules!

This book requires the use of Battlefield Evolution: World at War, available from Mongoose Publishing.
 
pelarel said:
excellent book Agis! Looking forward to putting these into practice in a game on friday night :)

Thanks :D , please give us feedback.
We have played this rule variants for months, but additional input is always welcome! 8)
 
just finished two 2000pt games in a single evening! Germans vs Russians. First had a German Attack meeting a Russian Probe. Second was Attack vs Attack. The Add on rules worked really well. The change to Tracks and Wheels makes a lot more sense with regard to not being able to move through terrain, though with the basic rules as written I do have a lot of difficulty with wheeled vehicles being able to drive blithely through a low stone wall! :? not sure on that one Agis. The concentrate fire was used to good effect as was the modified Artillery rules - the Russian combat engineeers acted as forward spotters for the two 80mm Mortars! :( (I was german)

on a slightly different note, we both used Rabid's 450pt armour slot rules I had a unit of 2 StugIIIGs and the Russian player had 2 T34-76s. As these are now considered a unit you have to destroy both tanks to gain victory points (or at least damage the second tank) as destroying one tank does notbring the unit under half strength - a very useful side effect that won me the second game as my opponent didn't get the 220pts for the destroyed Stug!

Cheers

Chris
 
Wow, that's a lot of gaming there pelarel! Thanks for the feedback, I love the sound of the artillery spotters. Did you have them Take Cover so they were harder to take out?

Oh, and I'm glad you liked the Armor Slot rules. Don't AFVs work well in squadrons?
 
pelarel said:
snip
The change to Tracks and Wheels makes a lot more sense with regard to not being able to move through terrain, though with the basic rules as written I do have a lot of difficulty with wheeled vehicles being able to drive blithely through a low stone wall! :? not sure on that one Agis.

Seems like an overall good evening! :D :wink:
Tracks: Not sure if I get you right here. Do you think that the ability to still move over Size 1 is too good?
 
It was a very good evening thanks! :D

I think it's generally how easy it is for even light vehicles to push thier way through hedges and walls with a normal move - even a size 1 wall should be a real problem to a jeep no matter how slowly it moves! :lol:

I was thinking along the lines of adding the following as a house rule:

Tracks/X.... A vehicle of size 2 or smaller with this trait may not move over walls during a Move action or Tracks action.

(allows halftracks to cross hedges but not stone walls)

Wheels/X.... A vehicle with this trait may not move over hedges or walls during a Move action or Wheels action.

we had the situation where a jeep was able to move over a stone wall to get the Russian HQ into a firing position on an MG position - somthing they couldn't have done otherwise. Also, some trucks at size 3 are technically able to push through a 2" tall wall with no penalties - it just seemed 'wrong' :)
 
Rabidchild said:
Wow, that's a lot of gaming there pelarel! Thanks for the feedback, I love the sound of the artillery spotters. Did you have them Take Cover so they were harder to take out?

Oh, and I'm glad you liked the Armor Slot rules. Don't AFVs work well in squadrons?

the AFV's do work well in squadrons - the reduction in flexibility is made up for with the fact that you need to destroy both tanks to claim any VPs. :lol:

Just to clarify how you do it:

3 armour slots up to 450pts each.

With a JS2 at 490pts, would this take up 2 slots? would you be able to spend the remaining 410pts of the second slot on another tank or is it lost? Could you squadron a smaller tank (or 2!) with the JS2 to use the points?

and yes, the spotters did take cover to great effect! :(
cheers

chris
 
pelarel said:
Just to clarify how you do it:

3 armour slots up to 450pts each.

With a JS2 at 490pts, would this take up 2 slots? would you be able to spend the remaining 410pts of the second slot on another tank or is it lost? Could you squadron a smaller tank (or 2!) with the JS2 to use the points?

The way I do it is to only use the same type of vehicle in squadrons. So for example you could buy multiple StuG or Shermans, but not a larger tank + a smaller tank. Of course there is precedent in the Tiger I + PzIII combo to have different AFVs squadroned together.. but it shouldn't be the norm.

The intent of the rule is to limit the number of large tanks, so spending the extra circumvents that. Great question though, it helps me refine the rule.
 
pelarel said:
I think it's generally how easy it is for even light vehicles to push thier way through hedges and walls with a normal move - even a size 1 wall should be a real problem to a jeep no matter how slowly it moves! :lol:
snip

Now I got you, thanks for explaining.
TRUE! A Jeep or Kübel should not be able to just move through a solid Size 1 stone wall. But what about a brittel near crumbling one, what about wooden fences?
However - I think this kind of terrain micromanagement should not be covered by the main rules. All in all WaW is a quite abstract rule system. If you go that deep into detail you are bordering to the (IMO) dreaded simulations... 8)
I would like to leave this kind of detail up to the gamers. Before our battles we always "go" over the scenery before the battle and declare what can be done for each scenery piece and what not.
Like: "OK, this a Size 1 wall, very solid German quality brick, approved by the Führer himself :wink: , you can't drive just through it with your petty Jeep."
Or: "This small wooded fence in front of the German peasant hut is also Size 1, go ahead drive over it or jump over it, no penalties at all..."
Worked very well for us.

What do others think?
 
Nice job Agis, especially the revised AA and Suppression rules. Only thing I don't like is that those pictures of your models put mine (and just about everyone else's )to shame :lol:
 
Iain McGhee said:
Nice job Agis, especially the revised AA and Suppression rules. Only thing I don't like is that those pictures of your models put mine (and just about everyone else's )to shame :lol:

Thanks! Honest thanks for the overall very kind and positive feedback I received! :D
And as far as the minis are concerned - I can live with that!
:wink: :wink: :wink:
 
Agis said:
What do others think?
I think you got it 100%. Terrain is a variable that is nearly impossible to account for. Sure it has rules, but was the game designed for the amount of terrain on the table? (WaW and MC need three times as much terrain as 40k in my opinion.) Was the terrain evenly placed or did I lose the game because I didn't have enough or had too much? I think the rules for terrain in the BF:Evo OGL are pretty good, and while I would like to see a couple changes made (maybe in a future OGL release!) what terrain is interpreted as, and how it is placed, is an agreement made with your gaming partner.
 
Rabidchild said:
Agis said:
I think the rules for terrain in the BF:Evo OGL are pretty good, and while I would like to see a couple changes made (maybe in a future OGL release!) what terrain is interpreted as, and how it is placed, is an agreement made with your gaming partner.

I sort of agree, and sort of don't agree. I wish there was a clearer explanation of how "line" and "area" terrain work.

For example, I have a lot of ruined buildings with rubble interiors. I treat the rubble as "area" terrain, and the crumbled walls as "line" terrain.

But what does that mean? Does that mean every figure within 1" of a wall can see or be seen? If that's the case, why have windows? If the answer is "ground scale is bigger than figure scale so the terrain is just an abstract representation," well then why can I shoot through a rubble wall but not a structure wall?

So this is how I *assume* the rules are supposed to work, but it's never clearly described in the WaW book:

Area Terrain: You can see in and out of Area Terrain 1" per Size unit of the model.

Line Terrain: Line Terrain can interrupt or block line of sight. Additionally, line terrain that interrupts line of sight can provide cover instead of obscurement if a figure is within a number of inches of that line terrain equal to the figure's size score.

That prevents figures from firing through walls, etc.

I'm personally really happy with the conclusions I've come to (proving Agis' point of "letting the gamer decide) but it took a while...i.e. it wasn't "out of the box" easy to figure out.
 
I agree with SgtHulka - what would help would be a lot more illustrations in the rule book, it really helps clarify the intent of the rules.

My angle is also along the lines of tournament play - one thing that really can make life miserable in a tourney is ambiguity in the rules. It's very easy to get into the "no, you can't do that because we play this way in our area" It ends up being the job of the tournament organiser to define everything up front - preferably before competitors even decide on forces.

I'm in no way criticising the rules - I enjoy playing WaW, just some more clarification in the Rule book would be helpful

my 2cents :D
 
Nice to have some of this, but I'm still waiting on the 60mm mortar that was standard TO&E for US Armored Infantry and Airborne Platoons!!!!
 
pelarel said:
I agree with SgtHulka - what would help would be a lot more illustrations in the rule book, it really helps clarify the intent of the rules.
My angle is also along the lines of tournament play - one thing that really can make life miserable in a tourney is ambiguity in the rules. It's very easy to get into the "no, you can't do that because we play this way in our area" It ends up being the job of the tournament organiser to define everything up front - preferably before competitors even decide on forces.
I'm in no way criticising the rules - I enjoy playing WaW, just some more clarification in the Rule book would be helpful
my 2cents :D

Sounds like a job for the rules themselves and not for any LL supplement.
As you said, an official ruling is asked. :wink:
 
Sounds like a job for the rules themselves and not for any LL supplement.
As you said, an official ruling is asked. :wink:[/quote]

Absolutely! :wink: I must admit, this is the first wargames rule book I've come across that doesn't have examples of pretty much every aspect of the game mechanics - I've recently bought the Warmachine RB and that containts copious amounts of worked examples and is great for new players that haven't had the benefit of 'learning' from someone else!
 
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