The "Fast Rules set used to be available online, but alas it has gone away. The rules are very simple compared to tractics, but you had better know armor statistics to play. Speed, main weapon, and level of armor are streamlined into simple categories. And 2d6 are used.
Yes I have "Fast Rules", it is a very simple version of "Tractics". Tractics is a game I played a lot of with micro armor, many hours of fun and great times. Also, "Fast Rules" has at least three printing dates. May 1970, Jan 1972, and Aug 1973. by Mike Reese & Leon Tucker.
Marv / Finarvyn DCC playtester (2011) C&C playtester (2003) I'm partly responsible for the S&W WhiteBox Builder of the TrollBridge Master of Mutants; MA since 1976 OD&D Player since 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
I have a third printing copy of Fast Rules. According to the rule book Leon L. Tucker has the copyright to the game. Even though I prefer snail mail, please e mail me if you have any questions, I think you have my e mail address.
Joined: May 2009 Gender: Male Posts: 339 Karma: 12
Re: Tractics (1975) « Reply #21 on Oct 11, 2010, 7:36pm »
Probably this is a dead thread, but I have been doing some work on this recently.
If you have the D&D rules and the Sturmgeschutz & Sorcery article, you really don't need Tractics to do a roleplaying scenario, any relatively simple WW2 armor system will do.
Why? Because the article already tells us how the WW2 weapons effect the monsters. As to how the monster's attacks effect the armored units, just convert the monster's damage backwards to the nearest equivalent. Example: How does a Storm Giant's punch do against a King Tiger? Well, he does 7-42 points of damage, and on the Weapon Type, Damage, and Effect Area table from S&S, the nearest equivalent is the 6-48 damage caused by a 75mm gun. Since this is roughly the equivalent of a Sherman's gun, the answer is "not very well", but to find out exactly, you would simply use your WW2 combat system, and treat the attack as coming from a 75mm gun. Simple.
Other conversions are equally easy. For example, if you were using Axis & Allies as your armored combat system, most infantry move 1, so you would convert 1 hex into 12" of D&D movement.
Now, of course, you still need the skills of a good DM to figure out how the Storm Giant's lightningbolt would affect the Tiger (the crewmen confined in a steel box that has just conducted a massive amount of electricity), but Tractics wouldn't help you with that anyway, and, if you are a good DM, you already have that skill.
Marv / Finarvyn DCC playtester (2011) C&C playtester (2003) I'm partly responsible for the S&W WhiteBox Builder of the TrollBridge Master of Mutants; MA since 1976 OD&D Player since 1975
"Don't ask me what you need to hit. Just roll the die and I will let you know!" - Dave Arneson
Joined: Aug 2007 Gender: Male Posts: 598 Karma: 17
Re: Tractics (1975) « Reply #23 on Oct 11, 2010, 11:07pm »
regarding the question about using plastic army men. You could do this with the rules, as they do have seperate booklets for armor/anti-armor and infantry rules, but the scale of movement might have to be adjusted as these rules were scaled for 1:72 figures. Of course those figs aren't to spendy, but building tank models takes forever.....
regarding the question about using plastic army men. You could do this with the rules, as they do have seperate booklets for armor/anti-armor and infantry rules, but the scale of movement might have to be adjusted as these rules were scaled for 1:72 figures. Of course those figs aren't to spendy, but building tank models takes forever.....
I play D&D in 15mm, so I just use A&A Minis and Flames of War figures.
Joined: Jul 2010 Gender: Male Posts: 151 Karma: 15
Re: Tractics (1975) « Reply #25 on Dec 7, 2010, 10:22am »
I have the Sturmgeschutz & Sorcery article mentioned above and I'm trying to interpret the Area of effect rules.
For example, a hand grenade - it has dmg of 5-20 (3d6+2, I'm assuming), and an effect area of "1 target A". The "A" area of effect is 1" diameter circle.
I'm interpreting that to say "within a 1" circle, 1 target will take 5-20 damage". That seems... low? Especially when you get to mortars and bazooka/panzerfaust rounds - it seems like they would explode a bit and spread shrapnel around.
Is this a Tractics thing (the 1 target w/in an area) or some effort to simplify the amount of rolling for area of effect explosive rounds?
(I'm tempted to jigger with the area of effect, have targets make saving throws and apply damage that way... thoughts?)
For example, a hand grenade - it has dmg of 5-20 (3d6+2, I'm assuming), and an effect area of "1 target A". The "A" area of effect is 1" diameter circle.
I'm interpreting that to say "within a 1" circle, 1 target will take 5-20 damage". That seems... low? Especially when you get to mortars and bazooka/panzerfaust rounds - it seems like they would explode a bit and spread shrapnel around.
For an area effect I'd think that everyone in the area gets hit.
KELT-SET =-=-=-=-=-=-=-=-=-=-=-=-= Bishop of Blackmoor Found B/X D&D in the 1980's =-=-=-=-=-=-=-=-=-=-=-=-= "The secret we should never let the gamemasters know is that they don't need any rules." - Gary Gygax