Like most wargamers, I cut my teeth on the table of modifers,
the roll of the d6 with variable plusses and minuses and the complicated
artillery rules. This has been a mainstay of wargaming since the heyday of the
70s and 80s.
I’m talking about Firefly, Command Decision and even Rapid Fire here and I suspect (from what I’ve seen) that the latest version of ‘Fires
of Conflict’ and its ilk, uses similar systems in a decidedly ‘non’ unique way.
So that said, I was surprised about eight years ago (and have recently been 're'surprised when I re-discovered them) with a
completely free set which I found on the internet. Now, there appears to be a
bit of a chequered history here, so bear with…
The rules are called ‘Lightning War’ by David St.Clair and
Andrew O’Gorman. These later became ‘Lightning War II’ with added orders and objective rules. A later version, with
VERY similar systems by 'David Childs Dennis' also appeared under the ‘Lightning
War’ title, though these were both modern and WWII versions of rules at a much
lower and ‘close in’ scale (covering areas such as Russian conflicts and more
recently world war II).
So the game that follows is very much using the original
rules – with minimal fuss and bother – dating from the 2002 pdf. (I can email
these to anyone who wants them, as the original rules seem to have disappeared from the internet, and been replaced by the reduced scale versions).
Here are some examples of the beautiful design:
- Game turn sequence revolves around initiative (nothing strange there) though you can grant it to the opposing player if you want to force him to move (or miss a move).
- Units that don’t move (on both sides) fire before units that do – granting a ‘reserve fire’ rule without the messiness of stopping units mid move.
- There are 3 movement lengths and ranges – 6”, 12” and 24”. The Grognards among you will be gasping with shock, but this doesn’t half speed things up.
- Gun effectiveness vs armour governs the number of dice fired, with ‘6’s predominat. That’s it. No modifers or mess.
- Artillery at the company scale is assumed to range across the table, hence no ranging, with the ‘to hit’ roll built into the number of d6 rolled. Get caught in the open by the side that has initiative, and your units are badly mauled.
- Armour caught in the open without infantry support, is automatically removed if close assaulted by infantry, if they survive first fire. You're forced to support your armour without having to write complex rules around it.
The second version of the rules introduces objectives and
orders, but again in a seamless way. We’ll try this next time.
Here’s the kicker though. This game proceeded in exactly the
same manner as a more complex game, with better appreciation of the tactics
required and more careful use of forces available in half the time. Take that hardback rules!!!
Russian armour makes an attack on the right as the remnants strike deep on the left flank.
Armour in action, taking out one panther at some cost, as the JS2 lurks.
German defences take a battering on the left and right as Soviet armour starts to break through.
Some sterling efforts (with lucky sixes ;) ) in defence and the German re-establish the line in the town with one anti tank gun and a panther.
The 75mm ATG holds the line, reducing the last of the Soviet armour, so much so that German infantry (which has been spotting for artillery) can be released to press home a counterattack...
All in all a lovely and fast set of rules that pull no
punches, get a more readily achievable result and hone tactical use of troops
rather than book flipping. I love it.
The big benefit here is that the same mechanisms can be used
for
- Moderns and 1980s Cold War
- Other scales. Currently, 3-4 infanty units represent a company, but smaller scale squad or platoon level, rather than company, are readily achievable by adjusting ranges and clarifying command issues. Even breaking bases down to fireteam level offers ultra modern opportunities.
- Upscaling to operational level for ‘Market Garden’ or Bulge also makes sense, and retains a playable ruleset where logistical concerns are key.
More next time…and Happy New Year to all.
Duc,
ReplyDeleteThese rules look very interesting. I would be interested in receiving a copy if possible? Seems like just the kind of rules set I'm looking for! My email is steven DOT whitesell and i use gmail!
Hi Steven,
DeleteRules sent. Hope to hear your thoughts soon.
I smiled at "complicated artillery." When I was using CD I, II, and III, there were times I just dropped the artillery from the OB. That is not the case with CD-TOB. I think they are the best incarnation of the rules.
ReplyDeleteLooks like an excellent game. Are the T-34's Roco Minitanks?
Thanks Mike - nicely spotted. I'm probably being unkind to CD as I haven't played the more up to date version. It's more the time saving vs simulation argument I guess I keep having. Trying to find a time saving yet fulfilling balance with the rules can always be an issue. I'll take a look at the newer CD certainly.
DeleteThe tanks are actually old Airfix polythene two piece (hull and turret) models from waaay back. The camera flash makes them look a little uglier than they actually are. There is one proper Airfix T34/85 model in there too.
I can email you a set of the rules for reference if you'd like.
Yes, I would like to see a copy. Please send to mikehert
Deletethe rest is the normal gmail address
Thanks
Hi Mike,
DeleteHave sent the files. Hope you enjoy.
Hi late to this discussion but would appreciate a copy and f these interesting sounding rules
ReplyDeletesgt-dot-steiner @ btinternet.com
Cheers
Interesting read. Any chance you could fire me a copy of the rules over please?
ReplyDeletes-claybo at sky dot com
Cheers,
Steve
Hi Duc,
ReplyDeleteI've come across this two years late. Any chance of a copy of the rules please?
Thanks Jay
Yes Jay - will do
DeleteCan you remind me of email address, or email me at ducdegobin (at) gmail (dot) com