Whilst my Combat Wait Out rules are developing OKish for games with Bn and smaller forces I've always wanted a more "operational" set for playing Bde and maybe even Div level engagements (shades of SPI NATO Division Commander). Brigade has always hard a particular interest for me having spent 2 years at 24 Airmob Bde HQ, and in the last few months I've actually also been wargaming with our current 3 Div brigades. That plus holiday reading the other week of Russell Phillip's The Bear's Claws and Harvey Black's The Red/Black Effect meant I was keener than ever to get something on the table.
The rules I developed for my BAOR game earlier in the year (on the SPI map but rules developed from FreeHexBlitz) seemed to work pretty well, so I've refined them for play at Bde rather than Corps level - but the aim is to have the same core rules deal with Bde to Corps.
What I want on the table is something that is not a million miles from an SPI style game with figures. I've got a nice 4cm hex cloth, and all my 1/300th are mounted on 4cm hex bases, so half way there! As ever getting building scales is hard, proper 1/300th is too big, Brigade Models 1/1000th too small! Actually some old 1980s Heroics and Ros cardboard buildings were not too far off! In future I might try with 2mm models and then the 1/000th might work well.
At this scale each hex is 500m. Units are represented 2 down, so for a Bde game the manoeuvre unit is the Company.
I don't like the SPI CRT ratio approach, and "my" BAOR/FreeHexBlitz rules gave each unit:
- A size, based on number of constituent units (eg Pl for a Coy), so typically 3 or 4
- An attack strength, starts at 5, but then modded for type of kit, training etc, emphasis on tanks/IFVs, typically ending at 6-8
- A defence strength, again starts at 5 and modded, but an emphasis on Inf/GW, typically ending 6-8
- An AA strength and range, based on type of kit, 0 (rifles) to 4+ for Rapier etc
A Company RGJ dug in at Warberg |
The BIG change from the BAOR game is the introduction of logistics. I think I've found a neat way of playing this, and in fact combining with activation - but we'll see how it plays. The idea is that each Unit (ie Bn) gets 12 log tokens, although held at Bde. On a turn to activate a Unit you need to spend 1 Log to move it and/or 1 Log to fire it, and/or 1 Log to go into close assault. You can also spend upto 1 more Log for a +1 in fire. The idea is that the initial allocation represents F echelon on vehicle/man stocks for 6 turns. You then drop into A1 Echelcon for the next 6 turns where you "might" get 2 Log per unit per turn, but interdiction and foul-ups might stop that. Then form turn 12 onwards your into A2 and a full log load becomes unlikely. We'll see how it works!
Here's the table set up showing the valley between the Elm and Lappwald hills from Konigslutter to Helmstedt.
Need to find an easy way to show roads! Note also that the hex grid just disappears at any reasonable distance.
And here are the two opposing forces 1 RGJ Battlegroup and 62 Guards Tank Regiment lined up on the parade squares ready to deploy.
RGJ Battlegroup with Sqn from 3RTR |
62 Guards Tank Regiment with integral BMP Bn |
Will report back once I've played a few turns. Working title for the rules in FRAGO!
PS. Would also like to try out the WDG megablitz rules, and just as I started writing this the latest TooFatLardies video was previewing Dave Browns new 'O' Group rules for "Battalion and up" - but they look more Rapid Fire style but potentially with some nice mechanics.
Interesting .. what became of these David
ReplyDeleteThe Bde level rules are now called FRAGO and get an outing about once a year for refinement. Likely to have another crack at them in Jan/Feb as part of my Bn level playtest.
ReplyDelete