This scenario, again fought with Field of Battle WW2's cantankerous little brother - who keeps putting chewing gum in his work-shoes - the superlative 'Battle Command WW2'.
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| 'some of this armour, may not get to fire a shot...' |
This closely followed the original scenario in the 'Rapid Fire' 1994 classic 'Green Book'. with N.B.C.Teacher's F Troop of the B.E.F. defending the village from the determined German advance, with old school 18 pdr field guns.
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| 'Ye can't park there mate!' |
Today, these were played by 76mm ATGs, and since moving rooms, I have lost my Pz 38Ts, so they were substituted with Pz IIs.
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| SCENARIO unapologetically nicked from here |
Fantastic rules, which are written for bases as squads , through platoons, through companies, with the same base set with appropriate tweaks by scale - allowing you to fight a Squad Leader scenario, or Omaha Beach, with the same functional rule-set - tweaked to suit.
Initiative and action moves between players, with rolls vs card draws dictating how far you can push your luck. Very bloody and yet in some instances a flank action can see carnage, while on the other flank, units sit and look at each other in frustration, unable to play a part.
This is by far the closest game we have played, with British units pushed back through the village, the game coming right down to the last army morale card, and a British win due to German units paying a heavy price in close assaults (despite having a single un-turned morale card in the British deck).
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| The Goods Yard at the centre of the British defence |
Less than 15 units a side and still very VERY tense. Spotting, smoke, assets at squad level and the propensity for poorly armoured tanks to be brewed up - all tested today.
The planned armoured thrust and close assault with half tracks was much discussed, but fell short of expectations, due to poor planning...
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| 'Vait...we are all zat is left?' |
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| 'Feeling like an armoured assault on the British positions with infantry in half tracks?...I mean the rules allow it if the cover is class I' |
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| German armour gets brewed up very quickly, making them hesitant to commit early on |
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| Infantry pour across the open ground on the British left |
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| the 4th wave of German infantry moves around to the British right |
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| The first attack goes in; supported with ineffective smoke rounds. |
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| 'Rapid Fire Gentlemen...!' |
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| The slow moving, flank busting, genius, German counterstroke...ho hum |
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| Close assault action at the Goods Yard, held then lost, then a failed counter-attack, before the British pull out - bloodied. |
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| The guns abandoned, the German attack is stymied as they move through, though the remnants of British force...is about to get flanked on their right |
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| with the final German wave, finally completing their 'too bloody-long flanking action', they capture the now undefended gun, on the British flank. "It's about time Hans!' |
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| British are pushed though the Goods Yard, into the village, costing the Germans dearly |
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'Verr zee heck did everyone go?'
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| They think it's all over! It is now... |
You have a lot of nice kit, Darren. The Germans lost a lot of armor in this clash.
ReplyDeleteMany thanks Jonathan - yes a lot of stuff from the heyday of model-making, all consolidated into plastic boxes now - and not treated as toys ...much ;). The collection swelled in the 90s when Rapid Fire came out. It's not well painted, but quantity has a quality all its own ...allegedly...
DeleteGreat stuff. There are an awful lot of very familiar looking figure poses in that lot. It almost makes me regret selling all my 20mm stuff. Almost.
ReplyDeleteThanks Martin. Well, 20mm was my first :) Granted - the collection got large when Rapid Fire came out in the 90s, though there are figures and guns in there from a lot earlier.
DeleteNice 20mm eye candy Darren. As soon as I saw the title I thought "that's a battle in the original RF book". ☺
ReplyDeleteNeil
Thanks Neil. Even in the RF book, it changes teh scale from the normal 1:5/1:15 - so it's a bit of an anomaly. The British have throwbacks to WW1 in the form of 18 pdrs too.
DeleteWhat size are the forces in Army Morale Points ?
ReplyDelete14 and 17 - quite a small game - I was amazed it was so tense. It proves that most squad leader scenarios would work well here.
DeleteMy last Naps game was 19 vs 20 which is smaller than usual but worked fine. In theory smaller should be quicker but not always
DeleteA good looking tabletop and always a joy to see the old, or older, 20mm WW2 in action. The rules sound interesting.
ReplyDeleteThanks Peter. The new rules are out soon - your basing suits it well I think, and I am sure you would like them - very much in tune with your own rules.
DeleteThe glossy hardback (or softback) traditional complexity of a lot of commercial ww2 rules, or the same old turn sequence that has been popular for 60 odd years - rehashed with tweaks, tends to be too much these days. These are a breath of fresh air.
That is a lovely collection of both armies and buildings. I like the RF scenarios and have bought all of the RF reloaded scenario books. Do your rules have all the vehicle stats for the war or do you need to buy supplements?
ReplyDeleteThanks Norm - yes some of the vehicles and figures may just be decades old :)
DeleteI still buy RF for the scenarios which are great and truly well researched.
We played it (green book) to death back in the day, but I am all done with multiple systems operating in tandem in rules now (post soon 'The Thief Paradox' likely to be title for an analysis of multiple systems in rules - explanations to follow).
So these 'Battle Command WW2' are heavily based on 'Field of Battle WW2', and Brent Oman has written them. I am really just helping out - but they will be published soon.
https://www.piquetwargames.com/product-page/field-of-battle-world-war-ii-1
Yes - every vehicle is statted out in terms of Combat and Defence (armour) factors within the rules - it is a COMPLETE package- some explanation required though.
The game operates at three levels - base as squad/vehicle, base as platoon and base as company. There are tweaks for each level - as example, in the squad game a vehicle has a couple of extra stats ref. armour and gun, since it can be 'brewed up' with a good hit (this remains very straightforward though). In the other levels of play, the platoon or company is degraded and can be rallied.
Other differences across the levels include covering fire and strategic movement...but EVERYTHING works off the same dynamic and mechanic. That for me is a breath of fresh air. I can use roughly the same systems for smoke, artillery, armoured assaults, APCs, lack of APCs..all with the variance of the game turn and a roll of dice - where you can't always do what you want or what is needed, but sometimes...you can - a lot depends on the commander and the leadership of same.
WW2 does not need to be complex, it just needs to work with minimum reference to the rules - AND for me, to be hacked where needed for the scenario requirements.
I have used the rules for Falklands and Vietnam without much hacking, and assets are a major feature - i.e. support fire from mortars and at lower levels HMGs - this works so much better than trying to eke out why my company commander has let me down with positioning etc. - he has done his job, and I am using his support fire - end of story...works so much better.
Also looking at Cold War '85 variations ;)