Some more WW2 goodness with FoB/Battle Command.
Actually we may already have done Kamenewo with Rapid Fire back in 2012, when the world was young, and I still believed things I was told, like...'you should always rely on rules that only use D6'...and 'traditional style rules are the best'...PAH!
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| oops |
In today's game German units, with better command
dice, just about made it to the crestline to stall the Russian T34s and KV1s,
though sneaky Sovs managed to flank their right, surging over the crest with
BT7 units and masses of infantry...though at a very high cost.
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| 'I want a nice clean dispersal this time...' |
Germans managed to hold despite heavy
armor losses, falling back to establish a new flank behind the ridge, which, through well managed attritional consequences, managed to win them the game.
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| 'I bet they drink Carling Black label...' |
The rules allow well commanded units
to make more informed choices, and less well led units are forced to weigh
their options in terms of rallying, or just keeping moving to hold the
initiative.
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| 'Ok Ok ...hold still now...' |
There are no other rules in my view,
which accurately portray this level of historical command and key doctrinal
differences with different armies - simply through a dice type which controls
initiative, freedom of movement odds, command choices and rallying, using a
straightforward system of opposed rolls and card based turn sequence. This is
how wargaming should be done.
The single most important thing however, is that you can use these rules at various scales - with base as squad/vehicle, base as platoon, or base as company. A good set of tense rules, with sensible mechanics which don't seek to squeeze everything out of bloody d6(!), with those 3 scales in mind, is exactly what I want.
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| Germans units entering the table...what could go wrong. T34 you say? Never heard of it... |
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| Now this rearguard, managed to effectively delay two German companies all day long |
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| German units are highly mobile |
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| Race for the ridgeline... |
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| Traffic jams...who put the ATGs at the rear? |
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| Here they come...'zis tank design looks new' |
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| Infantry protects the German left - a very good move, considering what happens on the left |
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| A second Soviet company, moving fast with BT7s |
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| Race for the ridge...with (in)effective armour |
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| T34s have the edge, as the Germans are about to find out |
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| Luckily, the German edge in command dice allows them to get the guns to the ridge fast |
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| Just in the nick of time |
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| Soviet infantry is also moving up |
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| The start of the Soviet flanking action, which will take the German right, and create a desperately tense game |
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| Here they come! |
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| This is what a flank attack looks like. |
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| Soviet armour makes it to the German right flank, and takes part of the ridge, pouring over it... |
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| As the (too) secure German left looks on 'get those bloody troops moving!!!' |
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| Soviet infantry swarms the German right |
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| Flank collapse, but the well commanded Germans have a trick up their sleeve on the left flank |
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| German guns start to command their left as they pour infantry into the Soviet rear...inflicting heavy casualties |
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| German armour and motorcycle infantry pull back (as per the actual action) and re-deploy in order to save the flank from the Soviet onslaught. |
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| German armour suffers badly, but the line holds |
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| ...even as Soviets pour through the gap on the German right |
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| ...but the cost is severe to the Soviets, who are dripping morale cards each turn |
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| ...and as the inevitable Army Morale card comes up...the Soviets are found wanting...a great game once more. |