Showing posts with label First Battle. Show all posts
Showing posts with label First Battle. Show all posts

Sunday, 17 March 2024

The Joy of Hex

Steve over at Sound Officers' Call has been using and hacking Peter's ww2 hex rules for a while now, and we have really got excited over the potential of these to use old Command Decision/GDW First Battle scenarios at multiple tactical levels - a solution to problems at Battalion right through to Brigade/Division level, that we have been looking for, for a long time.

Existing rules of course solve this issue to a large extent, although with caveats - not least of which is (1) ease of disagreement - not only between players, but on the basis of design decisions made - such that experts hack the systems because there are so many variables - and (2) players rarely focus on one system, UNLESS said system offers a multiplicity of outcomes at different levels and within different C20th periods/locales, and thereby encourages familiarity, without simplicity.

These hex based rules (assuming we have access to hexes of course - which I have luckily had at 60mm wide for decades, machined onto MDF and also at 100mm loose) offer a beautifully simple means of doing the following:

  • I can do a very large scale ww3 group game in the Fulda gap - movement is controlled and 'un-cheatable' as we use hexes to delineate. 
  • I zoom in or out in terms of scale, and add rules/ranges/capabilities to reflect same. This means i can do 73 Easting at one tank/unit, OR I can do Market Garden on multiple 4x3 boards at company or battalion/unit level.
  • Does it seem like a hex board wargame? Yep...i don't care.
  • The rules are kept deliberately simple. but not simplistic - what they do however , is zoom in on the differences between the opponent's weapon systems on the day - so no, I don't have lists of factors which outline the difference between a T34 and an M1 Abrams - I don't need that. What I do need to know is do systems / command make a difference for one side over the other, then design accordingly. 
  • Thereby, what I can do in a single scenario environment is (1) work out how differences in command - or equipment - may allow one side to fire/move while another can fire or move; (2) outline the differences between relative weapon systems on the same battlefield.
  • Recon units are harder to hit.
  • 1 hit requires a quality check (I took this out to make it simple in the trial game below - but it would work in a longer game); a 2nd means disruption which limits disruption and can be removed with reorganise roll; a 3rd denotes destroyed.

  1. Play Sequence is Game clock; Indirect Fire; Combat; Move; Reorganisation/Rally
  2. Steve has adapted the original to hit with a very flexible system involving (1) no. of dice and (2) then to hit numbers for said dice.
  3. Modern weapon systems can move and fire - ww2 can move or fire.
  4. I adjusted command in the game below based on flexibility, so though Syrian systems were using T72s in the Bekkaa, they would fire or move, whilst Israeli M60s could fire and move. we could translate same to Fulda Gap, whilst changing the number of units that can activate in an earlier ww2 situation. All of this is easily hacked.
As movement and range is hex based - this all remains very flexible.

A setup whereby units are platoons, Syrian armoured and BMP companies moving against Israeli M60s and ATGWs


1/300 Heroics and Ros M60s

Israeli units move to take high ground, and pour fire on advancing Arab units


On the Israeli right, armour moves to take high ground - utilising command flexibility, plus advantages of high ground and falling shot, to increase probabilities of first shot hate and kill. This would blunt the Arab advance on that flank quite quickly.


M60 company takes hits from ATGW fire (min range applies)



This system remains very flexible, time-friendly and critically easy to teach to younger gamers and conversely to groups drinking beer!


Sunday, 9 May 2021

Hyboria Now! Episode 2: Border Incursion...in Shem

 So, having had several posts with nothing to say, here's an actual game!

You'll of course remember that Princess Zenobia was dramatically rescued from the proscribed organisation known as the 'Children of Doom' in a hastily organised  (and hastily criticised), border incursion into Kush. Turanian forces...it appears, are none too pleased.

'We interrupt your favourite soap opera for a news update...'






'Thanks Belit...the firing you can hear behind me, is coming from Turanian forces who have engaged our own 'Task Force Eagle' overnight, with fighting going on until this morning. This task force is formed from the Poitanian Guards Armoured Cavalry regiments operating out of of Fort Shamar south of the capitol ...and have been based in Eastern Shem on peacekeeping operations for the last three years - keeping the so called 'green zone' between Shemite and opposing Turanian forces 'intact'. That ended this morning with a surprise attack by a Turanian task force, with T80 tanks and Hind helicopters opening fire against Aquilonian peacekeepers at the border research station. 

I'll bring you more information as I have it, though I am assured by Colonel 'Hammer' Verentius, that the peace treaty is not at risk...and that Shemite forces need not become involved directly on their own border. Colonel Ari Harish of the Shemite Defence Force is due to hold a press conference this morning.

Turanian Official State News Agencies are calling this 'direct action' against the non-sanctioned Aquilonian / Nemedian operations in Kush that resulted in the rescue of Princess Zenobia, who we understand is still ill with a bad flu... '

In order to keep things fluid and moving, in a modern (albeit alternative reality game), and due to the fact that I am very keen on GDW 80s rules tech right now, I've used the 'Battlefield Europe' variant of the GDW First Battle series. Roughly similar to what we know about Team Yankee etc. - the main changes are use of a d10 vs a d6 for variability in combat, platoon scale rather than single vehicle, and introduction of variants such as reactive armour vs missiles (which needs to be 'blown off' , though can still be defeated with the right dice roll). As with most of these rules, new variants do not overcomplicate the rules. Morale is based on a 'yield' point of sorts, where enough damage will initiate a retreat.


A sound system based on a very logical, yet difficult to master, turn sequence. You 'gotta know when to hold em' as Kenny would say.

'Begin the attack..hehehhehehhhhh!'

So I used the hexes at half scale - i.e. all rules are in place, though my hexes represent 'two' in terms of the boardgame mechanics. I used actual counters at the side of the table to keep stats right.

Unbelievably, despite having been in a state of readiness for years...Force Eagle is surprised. Overnight movements have remained undetected, even at the Forward Ops Post ...something has gone badly wrong in terms of intel here...   
'Ranger 6...this is FOP Alpha...permission to engage ...permission to engage over!!!'

'This is not a DRILL!'

'What the hell! MOVE PEOPLE!'

Surprsied in turn 1, Force Eagle begins to wake up.

Turanian Red Air takes out soft armour on the high ground - one less ITV to worry about...

Despite not having permission to engage...Force Eagle forward operating troops know when they are being shot at...


T80s have reactive armour...which helps vs tac misslies

'Get to Point Alpha NOW!'


Accurate Turanian firing, and the rapid movement of Red Air, is playing havoc with the surprised defenders

Here they come...


Horrible casualties on both sides at the forward Aquilonian position on Hill 611

A good defensive position on the high ground

Despite holding their left flank, Aquilonian armour now needs to engage with the larger threat on their right

Not looking good on the Aquilonian right, though Turanian forces could reach their break point quite rapidly if the defenders get organised.

Aquilonian armour moves to reinforce from the high ground on their right flank...just in time, and with Blue Air now (finally) ready to engage with Hellfires

Turanian massed assault on the Aquilonian right...

Turanian motor rifle troops flood the factory and research areas, despite having lost most of their armoured support to Aquilonian attack choppers

The Battle for Research Station Gamma becomes a hell of fight, with remnants of both sides becoming embroiled in bitter infantry actions within the station and factory... Luckily for the defenders - Red Air is taken out by Stinger fire.

Blue Air - saves the day on the Aquilonian right flank

The Aquilonian left: a wasteland of smoking metal...

Turanian forces are eventually driven off, but they were in the Shem/Aquilonian research station for a long time, before being driven out with heavy casualities...

...but it has not been a good day for either side...

'We held them off this time ladies and gentlemen...but things are going to escalate very quickly...stay frosty!'