For a start, we need a theatre. I sugggested 42-43 eastern front. But Africa is also fine, my secondary choice. I would not take D-day first, it is very special as a theatre and late in the war.
I would divide the war by years: 39, 40, 41, 42, 43, 44, 45. And maybe ad a what-if year of 46 (and weird stuff?). So eastern front 42-43 would cover two peroids (4 and 5).
Souldman, I would appreciate a method in assigning traits. Best have a list with all traits we want ot use, and later only choose from this list. So our troops will be constistent. Therefore a list of all traits would be good.
Also we need a stat list for the chosen weapons. This list should also have all weapons we want to use, with the following entries:
1. Range
2. Fire zone (3, 6 inches)
3. Damage dice (D6, D10, damage bonus)
4. Splash damage (0, 1, 2, 3, 4 inches radius)
5. Set up mode (no setup, +1 or more damage die, how many actions)
6. Suppression rule (2+/3+, count double)
7. Extreme range (y/n)
8. Crew (1, 2, 3, 4. . . and minimum crew)
9. Special rules (indirect fire, semi-indirect fire, firing arcs, sniper. . .)
Last we should think about tanks and anti-tank guns.
To show how clumsy WWII tanks were I would let tanks always need a ready action to move or shoot the main gun (20+mm). A tank could thus only fire the main gun when moving or move twice with a third action. The main gun (20+mm) is restricted to one shot per game turn.
Thus a standing tank could to fire its MGs (or machine cannons up to 20mm) twice, what is fine.
That would make a big differnce to the later generation tanks of BFE.
Pak (anti-tank guns) need to be set up to fire. They need a crew. Missing crewmen cost one action, until the minimum crew is reached. Guns under minimum crew loose two actions (can only fire with a third action). Some guns, the bigger ones, would need two actions to set up.
Infantry: There is no widespread body armour in WWII (exept flak jackets and helmets, 6+, and steel body plates and helmet, 6+). All troops have a T4+/ K6+ (and maybe K5+). So the traits have to be the deal for the intantry (maybe allow a 6+ save for speical training?). Gun shields could give a 6+ save. Also movement could be taken to differ troops.
The two start factions (however they are) should have:
Squad entries (3 to 4)
Command entries (1 to 2)
Transport entries (1 to 2, one unarmoured, one armoured?)
Armour entries (2 to 3, one light tank, one medium tank and one assault gun?)
Support entries (3 to 4, MG, mortar, light PAK, medium PAK?)
Air entires (1 to 2)
I would divide the war by years: 39, 40, 41, 42, 43, 44, 45. And maybe ad a what-if year of 46 (and weird stuff?). So eastern front 42-43 would cover two peroids (4 and 5).
Souldman, I would appreciate a method in assigning traits. Best have a list with all traits we want ot use, and later only choose from this list. So our troops will be constistent. Therefore a list of all traits would be good.
Also we need a stat list for the chosen weapons. This list should also have all weapons we want to use, with the following entries:
1. Range
2. Fire zone (3, 6 inches)
3. Damage dice (D6, D10, damage bonus)
4. Splash damage (0, 1, 2, 3, 4 inches radius)
5. Set up mode (no setup, +1 or more damage die, how many actions)
6. Suppression rule (2+/3+, count double)
7. Extreme range (y/n)
8. Crew (1, 2, 3, 4. . . and minimum crew)
9. Special rules (indirect fire, semi-indirect fire, firing arcs, sniper. . .)
Last we should think about tanks and anti-tank guns.
To show how clumsy WWII tanks were I would let tanks always need a ready action to move or shoot the main gun (20+mm). A tank could thus only fire the main gun when moving or move twice with a third action. The main gun (20+mm) is restricted to one shot per game turn.
Thus a standing tank could to fire its MGs (or machine cannons up to 20mm) twice, what is fine.
That would make a big differnce to the later generation tanks of BFE.
Pak (anti-tank guns) need to be set up to fire. They need a crew. Missing crewmen cost one action, until the minimum crew is reached. Guns under minimum crew loose two actions (can only fire with a third action). Some guns, the bigger ones, would need two actions to set up.
Infantry: There is no widespread body armour in WWII (exept flak jackets and helmets, 6+, and steel body plates and helmet, 6+). All troops have a T4+/ K6+ (and maybe K5+). So the traits have to be the deal for the intantry (maybe allow a 6+ save for speical training?). Gun shields could give a 6+ save. Also movement could be taken to differ troops.
The two start factions (however they are) should have:
Squad entries (3 to 4)
Command entries (1 to 2)
Transport entries (1 to 2, one unarmoured, one armoured?)
Armour entries (2 to 3, one light tank, one medium tank and one assault gun?)
Support entries (3 to 4, MG, mortar, light PAK, medium PAK?)
Air entires (1 to 2)