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 Post subject: SCW Rules
PostPosted: Fri Oct 16, 2015 4:59 pm 
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I'm thinking of re-writing WHDW? and WHRW for the Spanish Civil War.
Players would be company commanders with support added. I'm also going to add the following to add another layer to the game and to a campaign.

Reputation Points
Reputation points are used to give players an extra layer of support in a game.
Reputation points are a randomish number in a standalone game or can grow as part of a campaign.
Reputation points can be used to buy the following;
1. Pre-game barrage.
2. Off-table fire support during a game.
3. A spy.
4. Intimidate an enemy unit.
5. Try and stop any of the above.
I a standalone game Reputation points are a D3 plus a rank bonus. In a campaign they are D3 plus a rank bonus, plus battles fought, plus battles won minus battles lost.
Points cannot be carried over between games.

If anyone has any ideas about the rules or Reputation Points please post your thoughts.


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 Post subject: Re: SCW Rules
PostPosted: Sun Oct 18, 2015 1:38 pm 
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Given the total involvement in politics on both sides, a CO must declare a political allegiance. Different faction loyalty will influence which actions will enhance RP.
Thus a loyal Communist will get more RPs for following the Communist IB leader's orders than just a socialist officer; however, for helping a socialist militia, the latter is more likely to get government support.
Likewise, Falange officers will get more RPs from Falange sources than from Regular army ones.

Will be interesting to see your ideas. Good Luck.

MC
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 Post subject: Re: SCW Rules
PostPosted: Sun Oct 18, 2015 8:04 pm 
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Yea the shooting, fighting bit is easy the politics will be lot harder.


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 Post subject: Re: SCW Rules
PostPosted: Mon Oct 19, 2015 10:49 am 
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I think the politics of the Republic are easier to comprehend than the Nationalist politics; certainly tension between the CTV and Franco. Also, the date of the battle would make a big difference. Relations between the Communists and the Anarchists/POUM worsened during 1937 from a reasonable starting point in 1936. Let me know if I can help.

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 Post subject: Re: SCW Rules
PostPosted: Mon Oct 19, 2015 5:05 pm 
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I am looking forward to this and I am happy to help in any way. There is a good pdf and website by a chap who used to comment on GWP3 and i think played VBCW too I will dig it out

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 Post subject: Re: SCW Rules
PostPosted: Mon Oct 19, 2015 5:13 pm 
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This is the site I was talking about and I am sure you know it already Mort, its Jim Hale's Blog

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 Post subject: Re: SCW Rules
PostPosted: Mon Oct 19, 2015 7:11 pm 
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Once I've got the shooting and fighting bit done then yes I'd like lots of help with the politics.


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 Post subject: Re: SCW Rules
PostPosted: Mon Oct 19, 2015 9:29 pm 
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Hello Mort

Maybe you can look at the Political Flow Charts from MEXICANSKI 36 for inspiration, (A Spanish Civil War Variant of AK47 by Martin Rapier) http://mr-home.staff.shef.ac.uk/rules/mex36.html

Cheers

GrumpyOldMan
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 Post subject: Re: SCW Rules
PostPosted: Tue Oct 20, 2015 8:31 am 
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Chain of Command at Too Fat Lardies has a good SCW supplement on the factions within the SCW. Very useful I think.

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 Post subject: Re: SCW Rules
PostPosted: Sat Jan 28, 2017 11:26 am 
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The Men Who Would Be President.
These rules are for The Men Who Would Be King so that they can be used for SCW.
LMGs: Cost 3 points. LMGs do not add any dice to unit, but allow the unit to re-roll all misses when shooting.
SMGs: Cost 2 points. SMGs do not add any dice to unit, but allow the unit to re-roll all misses when in melee.
Grenades: Cost 1 point. Grenades can only be used once per game, 1 dice per 2 figures. Grenades ignore all cover and armour saves.
All vehicles count as 1 model unit; they have a strange of 12 hits.
Tankett’s and A/Cars: Cost 6 points Well drilled, 4 points Poorly drilled, 1 per field force. Armour is the same as soft cover, weapons as per machine guns in the main rules.
Tanks: Cost 8 points Well drilled, 6 points Poorly drilled, 1 per field force. Armour is the same as hard cover in the main rules, weapons as per field guns in the main rules.
Anti-Tank Guns: 2 dice per crew member when firing at any vehicles and ignore any armour save. 1 dice per crew member when firing at any other targets and ignore 1 point of cover.


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