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Big WaT Games


 

We would run WRG games with a dozen players on a 60 inch deep by 18 yard wide table (2 players vs each other in a 5x6 area). Each had a reinforced Company. One player was also Task Force (USA) or KG (German) commander. Besides his own TF/KG he controlled who would receive the available reinforcements and on each turn the off table artillery support. Everyone had an OB, objective/mission to complete plus prevent opponent from completing theirs - missions were secret - a QRS, and starting positions. Primary judge ran game, 2 helpers provided instructions and help to learn the rules. Players had a time limit. Player was restricted to combat only in his sector until he completed his mission, and then his remaining forces could operate against an adjoining sector.

Set up was each player drew a card from a hand held by the judge, then found the chair with the same card at the table. That was where he sat and the OB, QRS, models, and sheet with his objective was there. This also determined if the player was German or American and who was TF/KG commander. 30 minutes start time to read, deploy and be ready to start. Die roll by KG/TF commanders to determine which side moved first for the first turn. Turns were not synchronized - each 2 opponents played at their own pace. Game ended in about 4 hours.

George Price came up with the idea.
House rules changed infantry to squads not teams so an infantry platoon had? Platoon HQ team and 3 Squads instead of a PLT HQ Team and 6-9 teams.
House rules also increased movement and some rates of fire over base WRG rule set.
We had 6 different random objectives which were pre-rolled for and included in the OB sheets for every player plus every player had the objective of preventing their opponent from completing their [unknown to the player] objective.

Adapted to WAT use the cards to determine sides and first tank (this doesn't have to be 1 vs 1 even sides), each side has X number of objectives to do for team points, unknown to the other side; plus you get points for KO other side's tanks (player as well as team) with better tanks worth more points. Loss of a tank allows you to bring on another. Replacement same type or better depending on player's ponts at that time (award success, don't punish failure).

End of game add up team points to see which side won (= objective points + total player points) and which two players have most points for best player.? Ties resolution?

Have a good time.

Jolly Colony chaps are all crazy.

True.
14 hour 1/300 game 18 foot long table Germans win last turn of the game, taking the main bridge. That's me.

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