Tactical Command
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HELLFIRE by Jim Webster
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=43&t=34535
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Author:  Covertwalrus [ Mon Jul 05, 2021 4:41 am ]
Post subject:  HELLFIRE by Jim Webster

Yes, the great infntry-based SF rules for 6mm which featured a unique approach to morale and a clever way to create aliens who think like liens, and robots who respond like machines and with a solid potential for solo play is back! Jim Webster, author of the great WW2 skirish rules "Hell By Daylight" wrote the HELLFIRE rules influenced strngly by his fondness for the SF of Jack Vance and Gordon Dickson, who shied away form mass armour combat to focus on platoon-level, low-intensity warfare with a few vehicles but lots of hi-tech weapons.

Available at Wargames Vault as a PDF - https://www.wargamevault.com/product/36 ... id=1249856

And as hardcopy or Kindle through Amazon - https://www.amazon.co.uk/dp/B0979QZMMQ? ... nkCode=kpd

More form Jim himself at his website - https://jimssfnovelsandwargamerules.wor ... /hellfire/

Author:  Dave [ Mon Jul 05, 2021 3:12 pm ]
Post subject:  Re: HELLFIRE by Jim Webster

OK, I'll bite. What's the morale system like.

Author:  Jim Webster [ Fri Jul 09, 2021 6:38 am ]
Post subject:  Re: HELLFIRE by Jim Webster

Dave wrote:
OK, I'll bite. What's the morale system like.


I've just found the thread so perhaps I can help

Every unit has a reaction code and a reaction number. So decent infantry might have a code

3,2,3,2,3,2,1,2 18pts

The first time this unit reacts, they will do so on the '3' table. This is a pretty good one and troops tend to do what you want.
But when you've 'used' the first number you cross it out. The next time the unit reacts, it will be using the second number. So it'll roll a dice on the '2' table.
Then you cross that number out.
The reaction code is never more than 8 numbers and if they have to react more than 8 times, then they default to '1'

The total (the 18pts) is also important. It doesn't drop during the game, but gives you an idea how good the troops are. So troops with a higher total tend to be better soldiers, don't die as easily.

For comparison a unit of militia might be

2,2,1,2,2,1,2,1 13pts

There are various advantages to the system. One is that units to 'wear out' without having to all die. The more stress, the more bad stuff that gets thrown at them, the more they have to test reaction and the sooner they just end up emotionally exhausted.

We take advantage of this with tank crews who can have 5,5,5,5,1,1,1,1 24pts
Because riding about in a tin box with 'target' written all over it is stressful, they behave themselves really well but burn out quickly. With tank crews you can pull them back, allow them time for a brew, and they slowly get their '5's back.

If you scroll down this page you'll see the Quick Reference sheet is available as a free pdf download

https://jimssfnovelsandwargamerules.wor ... /hellfire/

So it'll give you a feel for what the tables do.

Also with aliens and droids you can invent your own tables, either using the reactions that are already avialable or creating new reactions.

There's a blog post with a play through of a very simple scenario

https://jimssfnovelsandwargamerules.wor ... -the-game/

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