Sunday, 3 September 2017

Ground Zero - Playtest

'Ground Zero' is a new set of Asymmetrical modern warfare rules from Jay's NWA blog  here.

I've been looking for a set of modern rules that hacks various small and 'cold' war periods for a while - everything from Vietnam - through Falklands - through WWIII - through modern insurgencies.

Now these rules use hexes, which suits me admirably, and a small table, though I can see ease of expansion here. The size is platoon(ish) vs platoon, though can be easily varied depending on quality of troops. The rules are directed toward modern small unit battle in mid-east - and the chaos that ensues.



In order to playtest mechanisms, we chose a Vietnam scenario.

  • Sequence of play is passed on card activation (with events to follow – we used Red Team release as an event here – with leader element acting as call-in) and then a number of dice (depending on quality) which dictates how many moves/fires/go to ground & overwatch can be catered for etc.
  • Firing and overwatch end the unit’s activation.
  • This sounds simple and intuitive and it is – but you don’t always see this level of intelligent rules fostering dramatic gameplay in modern systems. There are a lot of nuances here.  (see Grid Based Wargaming and some hex boardgames for influences).
  • High quality units, going on overwatch, with the edge in firepower, can make a big difference to the OPFOR’s day.
  • Although the system is (and will be) designed for small unit asymmetricals in modern conflict zones, there are so many hacks that would work well. I’ll explore some of these in coming posts.

For the units here, the Air Cav recon elements were ‘3 dice’ while the VC were ‘2 dice’. The US, ‘recon’ing the ville also had access to a Red Team on the ‘Ace’ event card (this really spoiled the day for the VC). The game was a bit one sided on the day, but gave us a nice eye-opener with regard to mechanisms and how they would work for future games.
We talked around ideas of using ‘pink’ teams and how OH6 Loach helicopters might work a la the ‘Low Level Hell’ book.


 The Aero Rifles platoon approach the villle.

VC units moving forward using available cover - trying to get an MG and mortar into position.

 View from the orbiting Cobra.


'Contact front!'

US troops move up the flanks to give support from M79s and '60s.

Cobra time (balanced precariously on a plastic champagne flute!)

The mortar opens up on troops remaining in the open.


 The command element has got LOS on the heavy weapon's position however...


 ...and the Cobra makes its attack run

 Some good positional warfare decisions, as we were getting to grips with the system. It's very intuitive.



So:

  • Nice activation mechanisms – we did have some discussion as to whether the cards were actually needed – if we could find some method of adjudicating shift of initiative on the basis of how good/bad the activation rolls for the fire team were (a bit like Crossfire). 
  • Having said that, the card turn generates some drama - and the turn of jokers can end the turn when you thought you had plenty of initiative left.
  • Choppers are fairly devastating :) 
  • We thought about extending small arms ranges for bigger battlefields – and this would bring in more flexibility for larger conflicts.
  • One major thing we noticed, in comparison with other activation systems, is that when you get the activation you ‘choose’ where it goes. A lot of modern systems use the cards to dictate the unit 'for you' – here, you focus on where the fire is hottest, while other units sit and wait. That's what we read in accounts.
  • It’s easy to get pinned, thus making it harder to activate. The focus shifts to fresher units then. This seems very realistic.

A great game – and just the level we’re looking for



23 comments:

  1. Glad you at looking at this - enjoyed. Your buildings look super.

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  2. Cheers Norm. Jay's rules work very nicely - and I think they can cover a very large period with multiple applications.

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  3. Hi Duc,

    Thank you, I'm really pleased that you have had a go and that you like them! Even better, you played the rules exactly as I see them in my head. Your troops and terrain are also great, this is the look I am trying for with mine, but I have a way to go yet.

    One point on weapon ranges, the way GZ is written at the moment, the ranges are a little restricted. This is to fit into a 6 by 9 hex grid and a reasonable representation of a built up area. There is no reason not to tinker for a larger play area.

    I also absolutely love the use of these rules for Vietnam. Platoon level search and destroy etc. (the old SPI games S&D and Grunt spring to mind).

    Cheers and thanks again.

    Jay

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    1. Thanks Jay - we love the rules.
      The thing that I should have mentioned actually is the 'task' style checks - we didn't use these, but I can see their worth. These can be used to replicated Hooch searches etc., with fixed objectives.
      Actually, this style of play reminded me a lot of Navy SEAL missions in the Mekong Delta in Vietnam, so we should be tinkering more with the rules.
      There's also a view on using for more 'force on force' style scenarios. I have WWIII stuff in mind as well as the ultra modern. We'll keep playing.

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  4. As ever the quality of your set up is amazing, i feel under dressed!. A nice thoughtful write up and now you have gone and got me a all interested in another period...

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    1. Thanks mate. I have found built up quite a collection of terrain tat in the last few decades :)
      The Missus tells me I have multiple man caves, while most blokes just have one.
      These rules a certainly worth trying. They also fit our style of play I think.

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  5. Ye gads another set of rules !! Does look the part :-)

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  6. Duc,

    Excellent, thanks for posting! I look forward to more Vietnam/Modern fights, and more thoughts on this new set of rules.

    V/R,
    Jack

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    1. Navy SEaLs in the delta would be perfect for these rules :)

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  7. Replies
    1. Thanks MJT, I've had this Vietnam stuff for longer than I can remember. Don't always get an opportunity to get it out of the box.

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  8. Atmospheric and beautiful terrain Duc!

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  9. Nice looking game, figures and scenery, and an interesting sounding set of rules.
    Best Iain

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    1. Cheers Iain. Yes, the rules are very interesting, with lots of scope.

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  10. Duc,

    Hmmm, I read this last night and loved it, and I'd swear I left a comment then, but apparently not! Anyway, your Vietnam gear and troops look fantastic, and ya got me all excited with talk of Blues going in, Pink Teams, Cobras making gun runs, etc...

    The rules sound great; not sure I can stand trying another set of rules, but I look forward to seeing more modern/Vietnam games out of you, and more commentary on the rules.

    Thanks for posting!

    V/R,
    Jack

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    1. Cheers again Jack. Matt Brennan's books really fit here. The scout platoon, with a pink team in support. It's just pitched at the right level for what we read in his books.

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  11. Man, I love your tables. For this one, the plastic champagne flute absolutely makes it! :-)

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    1. HA cheers Doug. The flute worked in the end yeah...
      I hope to impress you enough to get a mention on your podcast ;)

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    2. Next time they have me on, you're in!

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  12. Looks and sounds great! Makes me almost wish I'd have kept my 20mm Vietnam collection. Almost.

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    1. Thanks Jonathan. Yeah, it's been a while since I've had them out of the box. Some of the troops are old 'Figures, Armour, Artillery' casts. I had to blow dust off them ...

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