Twilight 2000 4th edition - Combat example - Alpha ruleset
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- čas přidán 5. 09. 2024
- This video shows my first play through of the combat rules in Twilight 2000 4th edition published by Free League (Alpha edition).
I did make a few mistakes but hopefully spotted all these on the edit and put notes on to show these. Please note that the alpha rules do have differences to the final version as can be seen in the comments below.
If you enjoy Twilight 2000 or Cold War/Modern games in general you might be interested in my website:
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This was good, l got my rule set last week and l am still reading them. This demonstration really cemented the game mechanics.
Thanks, it's not a perfect run through but glad it helps.
A few years ago, I managed to purchase the Twilight 2000 1st Edition Reprint (2003): The Core Rules, plus the Poland Campaign in One Book.
A worthwhile purchase.
Definitely, I have a copy and most of the original print modules.
Hi James. Brought back memories of the times we had at the Pontypridd game many years ago.
You might remember those times.
We used to by many Kevlar jackets to cover any Humvees we had to give them better protection.
2E and v2.2 was rarely played if I recollect. The v2.2 character sheet wasn't print friendly.
Interestingly foreshadowing what the US did in the field years later...
I think v2.0 came out after I had left for university (I certainly remember running v1.0 there with a campaign set in Cornwall).
I definitely have good memories of the games we ran there, no just T2K but Runequest, Call of Cthulhu and many others.
@@jameslangham9854 Yes. I also remember Runequest, Call of Cthulhu 3e as well as Star Frontiers.
I also remember Paranoia and Ghost Busters.
Was thinking the TV show the A-team for the NPCs LOL. Thank you for this play through. Seeing this in action is very helpful. Still not sure about four PC vs a platoon. I did it with V1 rules two months ago. Mines were use claymores and the PC had two platoons of men. Got the idea from The Unit show. Great game it turned out to be.
Maybe a mechanism that gives the heroes a number of hero points that force the opposition to reroll a success.
Thank you for the video.
Glad you enjoyed it
Very useful. Looking forward to the vehicles episode.
Thank you
@@jameslangham9854 Yes looking forward to vehicle use and combat.
When downstepping dice you should downstep the lower die first and when stepping up dice you should upstep the higher die first. Also, Mobility rolls for extra movement are modified by the terrain type in the hexes you traverse. When damage penetrates your armor you need to make an Armor Penetration roll to see if your armor ablates any. Lastly, when making a Mobility roll for extra movement it is a skill check so you should be getting your Agility die + your Mobility skill die, not just the single Mobility die and you can move an extra hex per extra success on the die, so at the 13:29 mark you could have moved 2 additional hexes, not just 1. Thank you for the video! Nicely done.
Thanks, it was my first run through for the camera and I expected to make mistakes.
The rule book says keep the dice balanced which means downstepping higher base dice and step up lower.
Personally I think players should have the choice.
Jonathan Baldridge, You have the downstep exactly backwards as per p.45 of the phb, you go for balance, it is said explicitly. ie step down the higher, step up the lower. very plainly written. When correcting rules online, please reference your corrections first to avoid this in the future. tyvm
@@mrcat5179 The pre-release rules had the system the other way around. In release rules you step up the lower first and step down the higher first, yes.
So it wasn't me losing my mind...
May I ask where did you get the minis from? Love the videos. They help so much and makes this game seem even more amazing!
They are 15mm figures sold by Peter Pig (the hero is Sgt Raine, a free figure you can add to any order) and Irregular (the Russians). If you check my Cold War Goes Hot playlist you will find quite a few reviews of various manufacturers that are ideal (including CP Models, Old Glory, Battlefront, QRF and PSC). Hope that helps.
I know I'm very late to the party but I still wanted to say a few things, first thanks for the awesome video, it helped me a lot to understand the system (especially ammo dices, never heard of those before!) But I was left wondering since we deal with so many bullets, how does landing your bullets actually work? When Sarge passes the base check, why doesn't he get to land all of his bullets (I know, sounds crazy but that's my logic) How would this system behave if the enemy was at the same hex as him? Would he still have to spend lots of ammo to land a bullet or two?
Never to late to join in. Thanks for the kind words. The system models quite realistic behaviour in combat, high skill can limit the number of rounds fired and instead rely on their bullet placement while less skilled characters spray and pray by putting large amounts of lead into the area and hoping some of it at least goes near and suppresses the target. In combat most weapon fire is to surprise not hit the target. This shows really well in the opening exchanges of fire. Another good example is in the film Black Hawk Down where there is a marked contrast between how the US and Somalis fire.
A hit can be multiple rounds hence the increased effect with more hits. In the same hex you can rely on skill or again pour lots of shots in. Oddly as a reasonable shot I found that automatic fire was far less effective at range instead using double or triple taps (represented by one or two ammo dice) but at close range it became much more effective as recoil and dispersion didn't move the point of aim enough to take it off target.
Hope that helps.
A far cry from the ricochet biscuit RPG, that's for sure...
Well Done!!!
Glad you like it
Very clear. Thank you for the example.
Glad you found it useful
The dice 'upper/lower' system reminds some what of me of the Alternity system.
Not played that unfortunately
Well done. Thanks!
Thank you
So I sort of thought you could roll ammo dice if you wanted. Page 61 under ammo dice it says "you can add as many ammo dice to your attack as you like". Where does it say you must?
The more I look at this the more confused I get. I think I had misread the next part that talks about a minimum of one dice (but missed the can you refer to). However given that crossbows have a RoF of 1 it implies you can roll an ammo dice for single shot weapons. Will feedback to Free League.
@@jameslangham9854 I agree it needs some clarification to make it simpler.
In the new rules you can use ammo dice up to your ROF. If you single shot then you just use your base dice and that counts as a single bullet.
Those d6's rolled amazingly bad.
I ALWAYS roll badly
You only role for a jam if you push your role.
This was using the alpha rules, there are a few changes on the final version.
where can i get pdf of this?
www.drivethrurpg.com/product/358090/Twilight-2000-4th-Edition-Core-Sethttps?affiliate_id=892077
@@jameslangham9854 cant use it, it wont accept my card for free trial and i dont have otheroption of buying it, tnx for trying to help
So the first guy got hit in the head with a rifle round and only got 1 hp of damage? There's no head shot multiplier?
The critical rules make head shots pn PCs pretty lethal, it's this that maximises the kill potential.
In most cases with NPCs in large battles hits cause supression and any critical is immediately incapacitating. I went a bit further here to show a bit more of the rules.
This game could be played solo then? Thanks :)
It includes a short section on solo play designed around traveling.
Not really sold on new rules. I think 2.2 is superior. I think the ammo dice and random amount of bullets you use is stupid. And there seems to be no recoil rules.
The random number of rounds fired works quite well in my eyes for untrained and semi trained fighters. To me the recoil is built into RoF.
old comment but still, the idea behind the ammo dice I think is quiet simple, while in a lot of video games and media its shown that soldiers take precise and relatively clean shots and guns are 100% accurate, real combat is nothing like that its often frantic and chaotic as in general soldiers can expend several hundred rounds just to kill 1 enemy usually as a result of suppressive fire if their not using highly specialized precision weapons.
How I see it too. Worth noting few characters will be well trained by 2000 and would use pre-war fire discipline. Watching footage from modern wars reinforces this.
@@jameslangham9854 I did get the rule books after my comment. I think coolness under fire or your weapon skill should influence on how much ammo you use. I just don't think it fits the theme of conserving resources. In something like Cyberpunk spraying and praying would fit much better.
I like the concept of coolness under fire influencing it. Not sure on a simple mechanism though.
I think I’d use the Five Men at Kursk system instead.
I've not played that and it would involve conversion of the characters to that system.
Kursk is a wargame with some RPG elements, so it is aimed at engagements with several troopers per side and everyone uses the same rules. T2K4 is a RPG with some wargaming elements. Yeah, it has maps/counters and/or miniatures/board, but the detailed rules are for PCs and there are cut down rules for NPCs. Kursk wouldn't use the game's stats and you're fishing for 1s/6s on Kill/Shock dice is a bit too stripped down for a RPG. But who knows, with the right GM it could be pretty fun.
Those simulationist rules seems really boring, plus a PIA for the gm to play whit
It's interesting that people have complained they are both too detailed and too simplistic. Everyone has their ideal level, hopefully this video helps people decide if it's for them.