Showing posts with label Iron Cross. Show all posts
Showing posts with label Iron Cross. Show all posts

Thursday, 19 June 2025

1914 Battle

 Some action with the ww1 version of 'Iron Cross' and 'Seven Days to the River Rhine'.

'1914' is early war stuff, so cavalry and not tanks. We did not get to try the cavalry rules here, though they have nice mechanisms surrounding elements which have to be 'reconned' before establishing where the main force is vs scouting elements, which is a nice touch, and might see some hacking if this scale (units are battalions) were used for a ww2 version in terms of armour.

Other differences (as noted) include the scale - where a stand is a company and moves as part of a battalion sized 'line' unit, as opposed to 'Iron Cross' and 'Seven Days' which are tank to tank.

Now in the past, great fun has been had with WW2, WW3 and Arab-Israeli War versions for these rule-sets.

Advantages there have been very obvious, in terms of act / counter-act for tokens and general excitement, and despite a lot of play and refinement of the ww2 version, we have found that ww3 play - with tokens, and nail-biting action - actually 'feels' like fast moving action in 1980s West Germany (absence of artillery notwithstanding). 

Bekaa Valley 1982 action in 20mm with 'Seven Days'. This one was particularly 'down to the wire'.

Action in West Germany 1985 - in 1/200 with 'Seven Days'
 

20mm WW2 Eastern Front with 'Iron Cross'

 Therein lies the problem for ww1; the units are battalions with MGs - moving essentially in lines, and though we still have the move - counter-move etc, there is nothing like a large Main Battle Tank to break the monotony of an advance or defence. Obviously, those are absent here, and so I did question the validity of the 'game' mechanism for this type of confrontation. It does make for drab gameplay as it becomes a game of numbers, odds, and staying awake.

Little nuances like the activation chit, and the d6 conversion for d10 hits, become a chore rather than a nail-biting line in the narrative. 

'Seven Days to the River Rhine' for me, was the pinnacle of this design mechanism - it rocks along and is exciting - moving tanks, or revealing armour on the crestline, helicopter popups, infantry assaults at the infantryman level view...First World War feels regressive in nature due to the absence of same. 

That said, there is still a game here, but with lots of add-ons for ww1 'fun', such as MG proclivities and large calibre guns, and battalion upgrades etc.- perhaps a stretch. For ww1, perhaps 'Field of Battle' might be a more viable option, with that system's degree of battlefield chaos lending credence to the difficulties of command, rather than attempting to graft a system based on 'gamey excitement' onto a level and period of conflict where it can not exist in the same context as the previous offerings of this system. 

German MGs

The objective - guarded by French units
 
  
The French right flank, would fall to superior numbers
  
Red trousers
 
The German Assault
 
The last French company - more red trousers


Lots of command chits


Excellent 10mm units on both sides




Sunday, 31 December 2023

Iron Cross #2 ...the last die roll...

 So finishing the game was always going to be tense, as the players were heavily invested in the result...BUT, in this case BOTH sides were close to break point and BOTH had last minute events which could have swung the battle either way - quite a game!

Testament to the Iron Cross rules to an extent, and these were well enjoyed...though again I salute the QRS mentioned previously, because although everything is in the book, it's not always as intuitive as the QRS makes it.

Very dangerous German armour moves on the British right

...although on their left, they capture the abbey

British armour, not quite disabled...there is a Firefly still very actively 'hunting'

German infantry makes a mechanised move in the centre, in a bid to capture the town...although we had Victory Points, so many areas were still being actively contested, it would come down to Break Points...

'Panzer! Panzer!...umm not one of ours Hans!!!'

German armour forced to react to the Firefly on the crest line...

...although the STGIII takes it out at range, allowing German thrust in the centre to continue...

...despite some long range fire from scout elements



The British left and centre; burning wrecks litter the road and approaches - Iron Cross is very unforgiving for armour 

In the last minutes of the game, British infantry assault the lonely Stug (now these rules do need checked - but it worked out alright, as the infantry were ineffectivethough...)

Despite the Stug's good response, effectively about to end the British assault...

A certain 'company morale' roll, managed to rally them on a '6', completely...

...and in the dying seconds, as each side was about to break, the British called in mortars on German infantry in the open...effectively breaking them, but it was down to the wire...

An excellent game, and despite the vagaries and weirdness of some of those rules elements (I appreciate these are mostly fixed in 'Seven Days to the River Rhine'), it all worked quite well.

"been busy today mate? ...yeah, we fired one shell mate...cup 'o' tea mate?"

"A close run thing Archie eh? Archie? Why you are made of 20mm plastic...damn your eyes! Cup 'o' tea?"

"Next time Tommy, vee vill hev a Tiger..."


Friday, 29 December 2023

Some 'Iron Cross' Part #1

A 'shock' game of 'Iron Cross' today...

Just as i am posting about being confounded by the younger players' interest in D&D, they wanted to start wargaming :) 


Bwoooha...bwooohahahahhaha

'Iron Cross' was very well received today. The game still unfinished, and i gave myself a rapid refresher on the rules via an excellent QR sheet available online:  https://sites.google.com/site/borderreiverwargamessociety/files

A 500 point 'ish' encounter battle - Germans and British, with a twist...

A little victory point quandry, with the 'Abbey' worth 2 VPs, the 'Casino' worth 2 VPs, and other buildings worth 1VP each ...it got a bit competitive.

Both sides will drive toward the centre - Abbey on British left flank, Casino on right

Early tactical positioning of average ATGs

British infantry on the right flank


The supported Firefly on the left...

The 'Abbey'

The 'Casino' where most of the dudes from the abbey hung out, before the war that is...

(Counters liberally stolen from 'Axis and Allies')

British take the Casino early on

Good use of mortar fire on unmoving targets

Brew up!

Germans hold the Abbey...

Panther moves late...but is unlucky



Accurate flanking fire takes down the Panther...



An excellent game overall - now, as the rules are not well explained and a little internally divisive (mostly fixed in '7 days to the river rhine' in terms of mechanics and explanation), these chaps have done all the work for you though...
https://sites.google.com/site/borderreiverwargamessociety/files

Part 2 to follow soon ...