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














