Showing posts with label GDW. Show all posts
Showing posts with label GDW. 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!


Friday, 2 February 2024

GDW Team Yankee with Steve's hacks...

I've known Steve over at the excellent 'Sound Officers' Call' for many years, and in addition to the fact that we have played games online with Jon over at the equally excellent 'Palouse Wargaming',  we have a few gaming 'likes' in common, including a love for Frank Chadwick's 'Volley and Bayonet' and of course his 'First Battle' series from GDW.

Now amongst the First Battle series was the superb Team Yankee, based upon Harold Coyle's book and released in 1987. (Not the similarly named Flames of War variant with 'tank parks').

We have tinkered with converting this game to tabletop since 2014, and I know Steve has been hacking these rules for several more years, so when he sent me his latest iteration, I was of course all over it.

The original 1987 Team Yankee box. Now, the original was designed to have the box look worn after 24 hours. ALL boxes look like this, no matter what they tell you about quality on BoardgameGeek...if your box is pristine, or undamaged, you clearly have a cheap chinese copy of the game...

The design is mostly seamless, and has been upgraded and upscaled for other conflicts  (Sands of War, Blood & Thunder, Test of Battle et al); but, it is the tactical nuance of Team Yankee that gives it the edge, with units as single tanks and squads.

This is why it works:

  • The Turn Phases are '1st attacks' , 'move and reaction' and 'last attacks'. This is beautifully subtle, with some variation for missile technology, and unlike similar systems (like Rapid Fire for instance), where you can 'move fire' or 'fire move' - yet players rarely use this variation, the discipline of the sequence encourages you to manipulate it to your advantage - but in a tactical manner, which makes sense.
  • For instance, I might use one platoon to shield the move of another - hence 'overwatch' style play is intrinsically built into the rules, and 'reaction fire' can be easily handled too.
  • The stats are also beautifully done - in terms of attack / defence values, which are further manipulated to suit range modifiers. (There is a massive spreadsheet online which collates ALL the games' stats).
  • Steve's changes however, were mainly to the single biggest bugbear of the original system - that of the CRT or Combat Results Table; a holdover from more traditional 1970s hex'n'chit style games (we all know them). This in essence compared the attack/defence values - the issue being that an M1's attack value vs a T72's defence, invariably ended up at 1:1, or at the very least, was less than satisfying with the variability of a single d6 roll on a CRT.
  • Simply put, Steve's variant challenges this by using a number of dice based off the attack/defence differential (1, 2, 3 or more) - said dice achieving hits on a 6, 5-6, or 4-6 dependent on range and target. Hence the whole system is baked into a neater and dare I say, more modern appreciation of probabilities, which 'slays' said bugbear with 2d6 damage to the face!
  • 'Yes!' you will say, 'but doesn't a 2:1 attack end up with the same probability of a hit/kill?". Of course, but if the math still works, but with a system that is more satisfying and actually faster without the 'wayback machine' CRT, then that is what we want.
  • Now, the rolls to hit and kill/damage/pin (infantry), are subsumed into the number of dice rolled, and the results on said dice. (As Steve pointed out, there is a throwback to FFT, which developed its systems from TY, so clearly the world works in perfect balance...).
  • The game that made tactical WW3 work, is now a lot more elegant in terms of design, in my view.
  • We used 'inches' to match range stats in the game in this one, on a 6x4. As a slight upgrade, would probably double this for future games, and use 2" or 50mm gradations on a range stick, as WWIII always needs to have long range stuff happen at 'long' range.
Added to this was the fact that my eldest daughter always offers to play a wargame with Dad on his birthday (which somehow, she always wins), and my young nephew also joined us for the first half too - and now wants to ditch D&D for wargaming (yay). See how the stars aligned? Hence the short action below, which despite the depredations of a little red wine on my part, was hard fought...

The only slight issue with my daughter playing in the games room, is that any 20mm stuff from other games, sitting near the table, thereby seems to become 'doused with bling' ...

A badly mauled Soviet battalion, is ordered to over-run scattered US defensive positions in the small twin villages of 'HauenStadtBahnHoff' and 'BahnHoffHauenStadt'.

We have T80s and T72s, with BTR borne infantry, vs two platoons of M1s reinforced with 3x platoons of infantry. Artillery is unavailable on this, day 6, of the third world war in 1985...(yes, even for the Soviets)...

(Forces below are 1/200 Skytrex, the poor efforts are my painting - the more photogenic vehicles are by 'DiceDemon Steven'):

US units for a hasty defence of the twin villages. They must stop Soviet units exiting the highway...

Soviet infantry on their right, will spend the day moving cautiously 

US units are outnumbered, but well dug in. Canny Soviets however would spring a trap...




M1s use the high ground where possible

Here they come. T80s have missile capability (Songsters down the gun tube) while the T72 does not. Firing said tac missile prohibits movement however. 

US also has ITVs which do a lot of damage early on at range

An M1 on a wooded hill does damage on the T80s, which rather than strike hard and fast, waste time deliberating about their missile technology

A stunning position, for M1 fire discipline...you would think ;)
...until it got swamped with Soviet infantry
On the Soviet left, armour uses cover to advance, using BRDMs to scout, and acquiring targets...



'BRDM2 800m...engage"

A little hot on the way in, on the Soviet left


...but...poor fire discipline in the centre, allows Soviet armour to make gains. A few kills and damaged vehicles littered the battlefield, but neither side was close to break point

Having overwhelmed the US left with infantry, the remnants of the Soviet BTRs launched themselves into town, dismounting into buildings, without US firepower being able to overwhelm them due to numbers

jazz hands...

The US centre held for a time, and armour started to pull back to form a second line ...this was my main mistake; I had not planned adequate second lines of defence and really should have pulled back after first shots. As usual, I kept ITVs in place for too long, and did not pull back at opportune moment...I should really know better. Soviet units were able to overwhelm with simple numbers...

The rules allow for US doctrine and Soviet doctrine to work seamlessly - simply put, the fire-move-fire - notation of the turn sequence builds in continuous advance under fire AND an element of fire and retreat to second line

The centre turned into a massive firefight. Interestingly, both sides left several units out on the flanks and forced the fight into the town, where Soviet numbers became rapid equalisers to US firepower




Soviet troops drink Heiniken in the beer garden  :(


All in all, Team Yankee never fails to deliver - made all the easier with Steve's CRT hacks. Certainly a more valid ruleset now - and it easily competes for attention with more complex sets. My sense was, that 'seven days to the river rhine' hangs off its activation system - without that unique 'token' placement in 7dttrr, it is a d10 based hit system, while Team Yankee is designed for ww3 action from the ground up - the nature of its turn sequence, its hit/armour values, and its variations in doctrine.   More to come, and can not wait to get my British on the table...even my Territorial Army elements ;)

...and in other news, future games, as discussed with Steve, will be using both modern and ww2 variants of Peter's excellent ww2 rules - now although these are company element based, we can also go with platoon variations on hexes. This enables larger scale 3 battle campaigns, Falklands, Fulda Gap, Desert war...watch this space...


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!'