These are developed from some of the mechanisms in the One Hour Wargame style, though have developed into something which flies completely by itself, and Alex has designed in many innovative features.
- Units can be 'ready' and thus pre-empt the firing of 'tactically' moving units.
- That tactical movement is slow (adopting cover), but by not doing it, you end up in deep trouble from sustained fire (I judged this as moving 'in flat' terrain Alex - i.e. an extra dice to firer.
- Veteran troops (the Paras here) have real advantages vs troops of poor calibre. They can fire better, recover quicker etc. without being supermen. This works very well. (Paras are +1 Vets in quality tests).
- A number of models or bases make up the platoon 'unit'. I always tinkered with this when I read/played the rules before, but it works. I had two Tigers operating as a platoon here, and the infantry basing naturally lends itself to it.
- While MGs and integrated platoon firepower can be designed out in terms of mechanisms, mortars are designed back in. This makes sense considering how they are/were used, but you don't see this in other rules - well you do, but not done seamlessly without another damned table.
- You're rolling a basic 3d6 for firing with added/subtracted dice for: tactical target, quality vs enemy, cover, number of permanent hits you've taken etc. Hits a 3+, 4+, 5+ etc. depending on circumstance and firer/target.
- You can take 6 hits, with target removed at 7+ - take 3 in one attack and it's a permanent. This has deleterious effects on everything you do after that.
- It's a great method of adjudicating suppression, wearing down of the unit, rallying back some hits where possible and trying to keep your command effective. It's a nice mechanism. As commander, I don't want to know how many tanks are effective or how many guys are down, I want to know if the 'unit' is combat-effective. It's that simple.
- Respites in combat are built into the system. We all read about these 'lulls in combat', especially so in WWII where dedicated training was in its infancy (see S.L.A. Marshall's work) but there are few rules that handle them well. There's a nice initiative system that allows a natural respite here.
- You get +2 to next roll for initiative if you had initiative last turn, which helps - but it is so easily lost on a simple d6 roll - which makes things very exciting.
- These would also work very well for Vietnam and WWIII.
- Interestingly, I thought with a little tinkering, they could easily 'scale' up one level with units as companies, and make for larger scale 'Fulda Gap' rules.
The scenario is roughly based on Jim Gavin's famous defence against 'Tigers' at Biazza Ridge in Sicily in 1943.
The scenario is taken from David Hall's 'Blood & Guts' wargames rules/scenarios.
Setting up - in daylight. Why, I had more 1943 US Paras than I thought (though there are still a few Market Garden era guys in there).
The 'Wall 'o' 20mm Vehicles. You can see why I didn't make the change to 15mm WWII. Some of these are from the 1970s.
A platoon lies in wait by the road. Units have a basic anti-armour effect. I was going to improve this in light of Gavin's Bazookas on the day, but to be honest, the system worked fine with close range shots.
The 105mm Pack Howitzer operated over open sights. So I used the requisite number of dice and the same call in procedure. Worked fine.
Hard to beat the Cigar Box Battlemats when building a ridge underneath it.
Tiger platoon makes it way along the road.
Two hits. If this had been 4, it would have been a permanent hit, which makes everything more difficult (need to ask you about rallying Alex).
Good cover for the Paras as German units attack over the open ground - some of them are careful to use tactical movement.
Some open sights discipline required.
(He's gonna hit that telegraph post...)
As in the actual battle, the Tigers were not a veteran unit, and so suffered quite readily from bazooka fire. There were occasions when they simply couldn't do much. When you have 4 hits, you have to roll quality die to activate, which makes even taking an action difficult. You can tactical move and fire - though this was getting beyond the Tiger unit at times.
Rally actions : remove one hit if unit concealed or tank then roll for a 2nd based on quality. But the dice colour will indicate permanent hit - and you can't rally below 2 in this instance, or 3 if 2xPHs.
Respite - and the German platoon digs in with a view to pouring covering fire on the walls.
Tigers stopped again.
...they pull back to rally. They really had very little impact on the game...and had a tendency not to wait for their infantry.
..which was having considerable success on the flanks.
Some German success on the flanks, but with other German units suffering, they're finding it difficult to make a break through the US lines, and US armour is about to turn up, and take on a Tiger unit that is in disarray.
...and some US shooting is fairly decent too...
All in all, a great set of rules that models the degradation of units well. You have to control your resources and literally rally in the face of enemy fire in order to keep units active, always with the threat that they might simply melt away at the wrong time.
A lot of possibilities here. Great rules Alex.
Hey Darren,
ReplyDeleteThanks for feedback and affirming comments.
- "Flat Terrain" is a piece of area terrain that is particularly devoid of cover, e.g. airfields, billiard tables, big parking lots, etc. Essentially, "death to infantry".
- Units that "Maneuver Move" by adding the die/dice rolls to their Tactical Move are fired at one better on the table, so a 4+ to hit becomes a 3+ to hit. It's particularly bad for tanks v. ATGs/Tanks as they drop from 3+ to 2+, which can really hurt. Lesson here is not to maneuver in the face of DF unless you will be able to dash to cover...but don't roll badly and fall short!
- Tactical Move Action + Fire Action [2 Actions] is only allowed to Tanks and Infantry, and they can only fire at a Close Range Target.
The additional rules have things like Heavy Armor, which subtracts a dice from your total, so you drop to 2 dice [assuming an otherwise normal gun, e.g. 75mm with AP] and can't get a PH. Conversely, Light Armor gives you an additional die and with 4 dice you have a greater chance of getting a PH.
I think that clears up any questions I noticed and understood.
I feel the same way about the Action choices. There are timse where if it was Flames of War I'd just charge ahead since you can't rally and reorganize, but here there's an opportunity to dig in, take a breather, and bring back a unit from the brink - granted, this takes 2-3 turns. But it really encourages players to use their troops less recklessly, and I've won many a game towards the end by using the rallied troops to finish off the opposition!
Best, Alex
Many thanks for that.
DeleteActually, while playing, the first thing I noticed was that there were echoes of Lt Winters in ‘Band of Brothers’ both at Carentan and later when Dog and Fox company break.
He’s walking the lines yelling ‘c’mon...pour it on’.
Now in other rules that is a morale roll.
Here – you have to work for it. You have to think about your position, whether you can afford not to fire, whether you can afford to take more suppression/hits but you really have to rally in place – or hope for that ‘respite’.
Now the respite is sublime – and happened twice in the battle. It changes everything – and it’s certainly something that we read about too.
It’s battlefield management, which is what it’s all about here. Other rules provide spectacle; what we’re seeing here is thinking like a commander. They say the lardies rules have that – but random card draws and dice rolling conventions aren’t required here – it’s about the battlefield resource.
Now – the question is – can these ideas be scaled up and down – from platoon to squad (in 54mm) and from platoon to company then battalion LOL. (I actually think there are possibilities here too).
Cool stuff, Darren, really takes me back to my childhood, reading "Night Drop!" and Jumpin' Jim Gavin and the 82nd Airborne Division on Sicily.
ReplyDeleteI plan on getting a test game of Up the Blue in as well, once I'm finally able to give it a good study.
V/R,
Jack
You won't be disappointed Jack.
DeleteI think you'll get it Jack - Steve said you were in the service and for me the thing to keep in mind is that only Permanent Hits are actual damage. Everything else is a combo of material and human stress and ammo running low, etc. So that's why the Ferdinand super tank can be driven off like any other unit [altho its harder], especially if it is not used according to its design purpose.
ReplyDeleteActually, I'm guilty of misusing Ferdinands myself, and they got destroyed at Steve's house last year...