I've been wanting to try out IASBM for ages, particularly when Chain of Command didn't "float my boat". Knowing how long it would take to set up (and tear down) a 20mm game I decided to go for 6mm instead, using my 8 man section hexes as half-sections, so I've got 16 figure sections but who cares.
One of the nice things about doing in 6mm is that with ~30m = 4cm hexes its almost 1:1 ground to figure scale. Needless t say I'm converting the rules to hex!
The overall layout looks really nice. Both sides start on blinds (like the blinds idea). A weak German platoon is defend the village from an advancing British platoon.
The Brits get 3 12" square ( 3 x 7 hex) stonk at the beginning of the game. But I then discovered that since all the Germans are on blinds then all the Brits can do is reduce German activations for next turn (BUT: see Update below) - which they do for two of the blinds, despite one salvo being so widely off it picks up the next target (like the deviation dice). Doesn't look like the arty rules give any benefit from being entrenched that I could see either (whether on Blinds or not).
Preliminaries out of the way then, on with the fight...
Long shot - Brits at Bottom, Germans in village at top |
German blinds in the village |
Update: Realised that "stonk" is a specific thing in IASBM - doesn't mention that at the start of the Indirect Fire chapter. Far nastier. Rolled for the damage on the two blinds that got it - one twice. Not revealing to myself which of the two blinds are real troops til I need to (by dice), so (as a German) hoping that the Germans are defending forwards!
Stonk results: red marker = Shock, White Puff = dead |
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