Thursday 23 November 2023

Battalion Level Rules Megatest - WW2

 


In October/November I've started on my Battalion-level mega rules test for mechanised rules. I started with those rules aimed primarily at WW2. I set up the Cristot scenario from O Group and played it through with 3 different rules sets, plus my own. As previously noted many of the Coy level rules - see  https://newconverj.blogspot.com/p/rules-reviews.html - would also work at Bn, as will some of the Bde level ones in due course.

Since most of my time is being sucked up by the PhD I've just done this one omnibus, note form, post for the playthroughs. The Modern Battalion rules should be tested 1H24.


TLDR: O Group is the set to go for!


O Group

108pp soft-back, 4pp QRS

How It Played

- Germans deployed well fwd, with A/T gun trained on road and PzrSchrk team in wood by road.

- British went for a broad advance, but A Coy (W) hesitant at start.

- On E flank B Coy came under fire fm farm, laid smoke, moved across neighbouring field and into MG ambush. Never really recovered initiative as battle focussed on W

- Once A coy got act together advanced to wood line, but 3 Pl sent home by en fire. 2 Pl stormed the farm house, took flanking fire but go through, and after couple of rounds melee took farmhouse. 

- German I. Coy tried to counter but pl defeated by fire and pulled back to wood. Germans deploy res pl and MG team into wood. Firefight with farm whilst British move 1 Pl up and Carrier Pl to enfilade the wood

- Meantime Sherman/Cromwell tps move up, but hit by the A/T ambush. The 2nd troop lasts longer, Panther Pl deployed, fires and misses, and PzrShrck firing on flank gets the final kill

- German II Coy pushes fwd W of the road against minimal opposition, risking flanks of both British thrusts

- Germans bring down mortar fire on farm, but twice get OOA. British take several turns to get Fires, but finally bring down couple of turns fire on the woods, which combined with the MG fire finally starts to get KIAs and I Coy effectively wiped out. 

- Called time. ~Turn 10/16. Probably still in balance but unlikely that Brits would get 50% of Cristot in another 6 turns, esp with II Coy fwd

Pros

- really emphasises bn level

- simple die rolls (everything is 4+), rolls+DMs easily memorable

Cons

- shock->suppression->KIA takes time to build up - realistic (in some cases)?

- quite abstract rolls (but Bn)

- confusing terms (orders, unit etc)

- Index, but page numbers hidden in spine

- not 100% logical layout


Possible Improvements

- Smoke on any arty/mortar impact squares and no other firing into before or after

- 4+ for opportunity so 50:50?

- Coy morale?

- Use a Suppress markers once get to 3 shock for less clutter and to emphasise

- Redeploy of sp wpns?

- Use tanks as individuals not sections? Else put on larger bases to emphasise.


Overall

Really nice set of rules. Certainly preferred them to Chain of Command and think the way that the patrol bases works is really good and well worth stealing. The set to beat at this level? 9/10.



War On The Ground

64pp, 2pp QRS, rules sort of OK but poor headings and data everywhere. 5 scenarios. 4pp FAQ/corrigenda 

Pros

- 2 blinds for every defending unit

- Nice morale/effectiveness test, and for coy 

- But Pl with 1 sect lost, 1 unfughtable and 1 dispersed stays on all but a 1!

Cons

- Recce phase, but not clearly explained

- No command friction at all

- Lots of big 2D CRTs

- D20, D10, D6 (D10 to spot, D20 to hit and pen)

- Doesn’t actually state what the tgt for the die roll is and whether N- or N+. Most/all are N+ and modifiers are TN not DM

- 2 x big 2D matrix just for spotting, and per unit and doesn’t persist.

- 4pp of clarifications/FAQs/errors

- No opp fire

- Need to know L num of wpns

- No UC

- Movt not on QRS

- Continuous need to flip through to find eqpt stats - 3 diff styles

- 100m range bars

- Attackers gets 2nd fire in before defender!

- Scattered vs Shattered

- Colours don’t match

- Downgrade in rules at start of turn, in QRS at end, and for Defender Fire 2 is immediate, so reduces effect (only on Morale)

- Can’t hasten recovery

- Shattered DM same as Scatteed

- Attacker takes 2 rounds of fire each turn trying to get in for 1 movt

- No real melee rules, just fire at 50m despite moving > 1/2

- Aircraft:

- No request rules

- Release point often off table

- No rules for rockets despite release point

- Doesn’t say which table for bombs

- Arty:

- Doesn’t explicitly state delay

- Need to plot ahead - realistic but not v practical 

- Impacts on people who passed thru previous turn!

- otherwise simple and OK, incl deviation, beaten zone etc

- Can fire every turn, no ammo or avail check

Overall

Really couldn't get on with them, just to many issues. 4/10.




Mission Command: Normandy

They are meant to scale from Coy to Div. Was going to run it as part of this test, but the main scenario is for 2xBn per side, and the rule book is huge, so left it for the Bde test!


Blitzkrieg Commander

Altough I've played Cold War Commander I've never played BKC so thought I'd include it here.

How It Played

- British allowed to get real close due to multiple activation and missing opp fire rule! (and if allowed from blinds)

- Lots of hits taken by Br E flank where facing two Coys (randomised)

Pros

- simple

- OK hidden deployment and ambushes

- nice initiative phase

- nice cmd activation method vs CV and keep going til fail + opportunity fire

- OK opportunity fire model


Cons

- need to house-rule the disappearing hits issue

- Then need to house rule a DM for hits

- bit BODish

- arty missions fm points buy

- spotting opportunities a bit limited

- Auto instant recovery fm suppressed

- Tank sections as single models (as others)

- No ability to rally (as automatic as written)


Overall

A lot more gamey than O Group and not quite the same sense of a Bn comdr, as is very generic by formation level (is actually Bde by default). Not a bad set of general purpose rules though. 7/10.


Contact:Wait Out

My own rules. Having added bits in from 7DTTR and Battlegroup:NORTHAG in the previous tests I now added in the O Group patrol base idea as I really liked it. I also started playing around with using some old .22 casings to track logistics. The idea is that at the start of the game you have your log load, but the more you make a unit do the more it uses up the ammo. If you're lucky you might get resupply during the game, but otherwise what you start with is what you've got and you need to manage the tempo of the engagement accordingly. All worked out pretty well. Will do a fuller write-up once I play it in the Modern/CWGH test and given it more testing and refinement.


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