Showing posts with label playtest. Show all posts
Showing posts with label playtest. Show all posts

Thursday, 13 February 2020

Platoon Mega Playtest: Part 2 - Bolt Action



Presentation

Glossy hard-back ~128pp book with QRS pages at the back. Somewhat annoyingly the first ~20 pages of the book are a history of WW2 so the rules don't start til well into the book which makes it harder to find the rules. Vehicles and Buildings (and Artillery) get their own chapters, which actually makes it harder sometimes to find what you want.

Set-Up

As for COC - the "Probe into Fontenay" scenario from the TFL Operation Martlet pint-sized campaign. Same forces. Used the equivalent generic BA scenario to decide things like preparatory bombardment.

How It Played

Having learnt the lesson from the first attempt the Cromwell was deployed well forward with the advancing troops, so when the Germans opened fire from the industrial units the Cromwell just poured HE into them, and HE into buildings in BA is VERY effective. This allowed No.2 Section to leg it down the hedge and assault the buildings and remaining troops for minimal loss. They too some damage from the German reserve section.

Assaulting the buildings


On the other flank it wasn't so good. Brens and the 6pdr made little impact on the Chateau. When No 1 Section tried to advance down the lane they got blown to pieces, just one man escaped back.

The Germans dispatched the PzKfw MkIV to take out the Cromwell. As it pulled off the road and fired its first round too the Cromwell out, but a PIAT lying in ambush fired back and took the Panzer out.

Dead Cromwell

Dead Panzer


Back on the right flank No 3 Section, the Pl Comd and the 2" mortar legged it down the hedge-line behind No.1  Section. When they got to the road the Pl Comd saw the Germans busy with No 1 Section so sent No 3 Section racing down passed the orchard and got the 2" to lay in smoke to cover them - off target but still good. No 1 section failed to do any damage on the Germans but the Germans than had a FUBAR fail on the order roll, and having seen their comrades obliterated and a British section flank them they decided to leg it home. No. 3 Section made it off the board and the scenario was over, start of Turn 6.

No. 3 Sections dashes for glory, smoke covering their rear

Rules Impression


I'd heard so-so things about Bolt Action, and it was a very late addition to the test - I managed to pick up the rules cheap on eBay. But I have to say it gave a REALLY good game. The dice bag activation and activation rolls worked well. Firing was OK, just enough DMs. The Pl Comds extra activations seemed quite natural. Some of the building rules seemed a bit odd, as did the smoke (enemy places it if off target!). I'd be tempted to do a few house rules, for instance increasing the number of pins, differentiate Bren and MG42, randomise movement, handle split Gun Gp/Rifle Gp sections, spotting and suppression, but with those it would be a cracking set.

ENDEX - No 3 Section left, fleeing Germans right!

Overall

For a set I nearly didn't include I think that Bolt Action is now my go-to set for this sort of game. Unlike CoC I really looked forward to the sessions with it, and would be keen to get it out again. Will be interesting to see if any other of the rules can match it. Overall 9/10.

Monday, 10 February 2020

Platoon Rules MegaPlaytest - The Plan



Following on from 2018's Skirmish Rules MegaPlaytest I'm finally making a start on a Platoon level mega play test (at this rate expect Company-level in 2022 and Bn in 2024!). I realise there is some overlap from both Skirmish to Platoon, and Platoon to Company, and so some rules may be tested more than once in different contexts.

I've decided to base the test on a WW2 engagement, but I'm not limiting myself to WW2 rules as to me the principle is about Mechanised Warfare, and so I'd expect similar results from playing WW2/Cold War/Modern/"rational" SF rules. The rules I plan to play are:


  • Chain of Command
  • Bolt Action
  • KR16 (SF)
  • Fireteam: Modern
  • UltraCombat: Modern
  • Iron Cross/7Days to the Rhine
  • Force on Force (modern)
  • No End In Sight (modern)
  • Contact Wait Out (my own)
If I'm making good progress I may add in:
  • I Ain't Been Shot Mum (really Coy/Bn)
  • Blitzkrieg Command (really Coy/Bn)
  • Victory Decision: Future Combat
  • Stargrunt2
Sets that will definitely have to wait for the Coy playtest include:
  • Panzer Grenadier Deluxe
  • Crossfire
  • Poor Bloody Infantry 
  • TeamYankee

For the scenario rather than play the same one for all rules (as I did with the Skirmish playtest) I'm going to use TooFatLardies Op Martlet pint-sized campaign as a basis, and with 6 scenarios play each one about twice. Figures will be 10mm Magister Militum.

Let battle(s) commence....


Monday, 9 December 2019

Battle of Vimeiro AAR and Over the Hills Playtest


Having picked up the new edition of Over The Hills in the Kickstarter earlier in the year I finally got this set to the table, having heard good things about the 1st Edition.

The scenario I chose was Vimeiro, as it was due in my decadal battle series (if a year late!) and there was a nice scenario for the southern part of the battle using OTH courtesy of the Devon Wargames Group.

It was also my first chance to try out my new foam mats, and fight on 10cm squares instead of 10cm hexes (I converted OTH readily for the purpose).

This was the starting deployment, looking S, French on the left.

Four tiles to my 2:1 standard, the Mk1 top right just as underlay

The Battle

Only a brief summary. The French "came on in the same old style, and the British repelled them in the same old style". With only a battery apiece there was little time for preparation so the French columns piled into the British lines on the hill and got beaten back. The British followed up and inflicted more casualties, breaking one Brigade.

The lines clashing. Puff = 1 fatigue


On the French right (bottom of top picture) the cavalry tried to take on the advancing British but the terrain was too complex, the British formed square and the Cavalry went home. A final showpiece British vs French cavalry charge achieved little. At the end of Turn 8 (suggested scenario end-point) the French had 27 fatigues, only 3 off the Army break point, the British had about half that, so a clear victory for the British.

British Light Dragoons - Airfix conversions ~30yr old. Yes I know not Tarleton.


The Rules

I suppose the problem I have with OTH is that they are a very standard set, and as such I naturally think that my "standard set" - Steady Lads Steady - are better, and most of the changes I'd make to OTH would just make them more SLS like. This is in contrast to say Snappy Nappy or Et Sans Resultat where the mechanics are different enough that there is no direct comparison.

30+ yr old brittle Airfix Highlanders get a rare outing!


That said OTH played pretty well, and certainly prefer them to Black Powder or Liphook, but perhaps not to Francis Long's. I need to retry GdA/GdB and Shako for further comparison.

The only thing I particularly liked was the Skirmish ratings as a way of abstracting skirmishers. Did also give me some ideas for better use of Generals in SLS.

French Grenadiers flanking some 95th


Things I was less keen on were (and may just be me misreading rules):


  • The whole movement segment things, just more data to remember
  • Shot from artillery impacting Skirmishers, only getting the line behind on 50% chance follow through
  • The ease with which units could recover Fatigue, so many units stayed at full strength
  • The rules layout, things were often quite buried and not helped by having melee rules about 3 times for the different situations (Inf vs Inf, Cav vs Inf, Cav vs Cav)
So glad I've played it, but not one I'd turn to again out of choice, but happy to play at a club (who might understand them better!)


British Light and Rifles - again 30+ yr old Airfix conversions. Even stovepipes!

The Grid

Worked really well. There are dots every 10cm, but even up close I sometimes had to hunt for them. Units could still manoeuvre on diagonals and wheels - although there wasn't much scope for that in this game. Looking forward to using them in ECW next.

Spot the grid?





Friday, 15 November 2019

Contact:Wait Out - Desert WW2 Take 2


After the somewhat abortive test of CWO in the desert with Nick I decided to run another scenario - paying closer attention to gun ranges this time.

Each element represented a Troop, so there was about a Tank Regiment/Bn on each side. I'd reduced the number of cover categories and rebased the to hit/spot rules, and also simplified the penetration calculation (and made it penetration not save).



The game played a lot better this time, with the roughly equally matched sides exchanging a couple of squadrons each before I called a halt. The British Crusaders were just completing a flanking move round the hill, but the freshest Panzer Kompanie had gone to intercept.

Much as I love the look of WW2 Desert I'm not sure it actually wargames well - just armour heavy and a lack of cover, or a slogging match like El Alamein. Back to Normandy for a while I think...



Remnants of the central squadrons exchanging blows

The British flanking move about to be stoppered

Crusaders on the attack

Matlidas brewing up!

Friday, 30 August 2019

Western Desert "Combat Wait Out" Playtest

The Crusaders are late to the game!

Over the Bank Holiday weekend Nick and I got the chance to playtest my Combat Wait Out Mechanised Warfare rules in a Western Desert scenario - more on that below. It was a scratch force on either side, 1 model = 1 tank, so about a squadron plus on either side, and no check as to in service dates!

The Grant hull gun did untold damage on the PzMk IIIs


Whilst CWO had played well in the last "Baltic" play test it seemed very unbalanced this time round. The -2 TM for fighting in the desert was just too much (on a D10) and the Brits were hitting every time (woudln't have been so bad if Nick hadn't spotted the Matilda's range limitation). Penetration was also too easy for guns below the armour class (only +1 per difference), and initially I made the mistake of having over-powered guns automatically penetrate (which also meant kill).

The final tank melee, with tanks flying everywhere - which seems realistic!


Day 2 we made changes and the whole thing played much better, but by then it was all over for the Germans! Question is are the rules now too unbalanced at the cluttered terrain/modern kit end. Will try again in a few months, and also mature my Desert Force.

Pesky Matildas too - shooting well beyond their 1000m range!


Scenario Generator

One of the reasons for the game was to play test the MechWar scenario generator I've been working on. I love the pre-game in Blucher and wanted something similar but a) more suited to MechWar and b) added even more rationale rather than just collide with and kill the other guy. I think it worked pretty well - Nick was trying to move in line of march along the coast whilst my German's had a seek and destroy mission, so we weren't sure where the battle woudl take place, and I managed to get all my troops on the table early on whereas his Crusader's really only turned up when it was all over!

We'll give the model a bit more testing and then I'll hopefully get it into one of the wargames magasines.

More or less the only German kills, two humble Honeys


Thursday, 2 May 2019

Sabresquadron Playtest



As mentioned in the last of the CWO posts I decided to use the second half of the scenario to test Sabresquadron which I picked up at Salute, and which has been on my list for a while.



In the scenario there was a Brit platoon and supporting Chieftain in each of the central village and the southern wood. The village was attacked first by the T64s which took out the Chieftain for no loss, and then assaulted by the BMP platoon, the troops dismounting about 300m out. One section got wiped out on the way in, and the Brits kept the second one suppressed. But with no real A/T it reached the stage where the Soviets could just stand-off and blast the village with HE from the BMPs, or call in the 2S1s.

Against the wood it was a similar story. BMP Saggers took out the FV438 Swingfire team in an outlying farm, but then a BMP copped it from the Chieftain. Several misses on both sides til a T64 spared from the assault on the village drove across and took the Chieftain out. Remaining BMP sections deployed and went into the attack, and after a couple of rounds the facing Brit section was toast and I called game over.



It's odd, originally from what I'd seen I thought that Sabresquadron was going to be too complex (those huge data lists at the back?), but the core rules are very simple - possibly too simple for me. Now there are lots of rules for lots of special cases, special weapons, special scenarios and situations and so on, but it does strike me that the core rule set is missing some real essentials - decent spotting (a unit is visible as long as within a range and/or dependent on basic cover and if moved/fired, no roll), any form of suppression, and some impact of cover on to-hit (cover only comes in as a DM on whether a soft target is KO'd). The ranges seem over long for smaller weapons (e.g. SMG 4" vs SLR 12", x3 difference whereas its more like 25/50m vs 300m to my recollection), but movement distances seem huge (and complicated with the inches-per-step and steps-per-move calculation) . Add to that it's strict IGO-UGO (not even any overwatch) so you can motor your troops across the ground and fire before any enemy gets the chance to respond.

Oh, and not sure about the rules for tactical nukes as pretty much game over if they start to fly, quite apart from the ethical/moral side of including WMDs.

All-in-all then not a ruleset for me. There might be some nice colour bits lurking in there (drones and EW covered, but not sure well, and didn't try the pathfinder bit) but will have a better read in slow time.

Anyway only one quick play, but back to CWO for me.



Friday, 25 November 2016

SLS for ECW Playtest


Ran a playtest down at the club on Friday of the ECW version of my SLS rules. The melee mechanic is changed a bit (well really just how the troop type DMs are shown), and musketry is back in, but otherwise the same core mechanic. Appeared to play pretty well and fast - we got through an 18-19 unit game in about 2.5 hours.


I think I've also found a nice way to do the quality markers and trotter/galloper markers for the rules. In ECW-SLS they are rolled for during the game as each unit first needs them - so you're never quite sure how good units are going to be. We were using mini-post-it type labels for now, but I want something better. I'd tried using 5mm dice in dice holders but they are just too fiddly, but I've not got some square 4.8mm/5mm plastic tubing which I can cut to a slightly longer length. It also means that you could put an equal selection into a bag for each side and have them draw them out - so you know that both side would get the same average capability - will try for the next game.


Thursday, 23 June 2016

Battle of Bosworth - Battle Report


Norfolk's van advances up to the lane and weakens De Vere's Van

Turns 1-2

Richard goes straight into the advance. Initially it looks like carnage as his archers score 4 hits against a Lancastrian archer unit in the first round, wiping it out, but then I remember that you have to cross reference hits with troop quality to get a result - just a flee (2 hex), disruption and single stand (25%) loss.

The next two turns see exchanges of missile fire up and down the line as Richard marches forward. No penalty for moving and firing in the same turn. The fact that fire happens for both sides on both sides's phases (so twice a turn) take some getting used to - but the results all look OK now with several units falling back, disrupted but no lasting damage. You certainly notice the difference between the 8+ of the hand-gunners and the 6+ of retinue archers - at least against soft targets (like levy archers). Time to pull the handgunners back and save them for men-at-arms!

The artillery on both sides is exchanging long and short range fire but with little effect - again about par for the course.

The movement mechanism works well and is almost identical to Steady Lads Steady, so penetration is OK and units can exchange positions with other units as part of their move. The command and control model (3 hex range) is good to, and far easier to manage with hexes than say a 9" radius. Both Oxford and Norfolk can keep to the middle of their lines and control them - and certainly stops you over-extending. Twice though Henry has been disrupted due to fleeing (really retreating) units coming back though him - something that would certainly cause issues for a General when actively engaged.


On the East flank the French contingent is putting on pressure but taking disruption

Turns 3-6

De Vere's archers try to hold off the Ricardian advance
Welsh spearmen on their flank



The firing on Richards left flank has left a Lancastrian archer unit stranded by the marsh. The concentrated fire of two Yorkist archer units manages to inflict 3 damage (not just hits) and sends it into oblivion - the first whole unit lost. This clears the way for Norfolk to shuffle the whole of the van to the right to better deal with the French creeping up on that flank, and perhaps clear the way for Richard to charge through as it seems he did in reality to try and take Henry on in personal combat.


Henry's forces taking a battering, a unit of archers flees in the foreground
Smoke puff = stand lost, red marker = disrupted


In the West Norfolk continues to keep the French at bay, and even push them back. However the front is now too wide for him to manage so Richard has to come forward to take control of the right wing, leaving his own battle standing behind under Northumberland. It highlights that at least for the 1st line you need two generals not one in order to maintain full control - and in a pick up battle there would be an interesting choice between points on generals to give flexibility vs points on troops.

Milanese handgunners and Norfolk's archers push forward


In the centre Norfolk's push forward continues, with more of Henry's units being forced to recoil, and take the odd stand lost. Getting real damage on units from missile fire is hard, and even when you get disruption its removed before the enemy gets their next fire - which seems a bit too soon. Eventually though Norfolk's men-at-arms get to within melee range of some of De Vere's archers (I keep having to remember they only need to be adjacent, not move onto the enemy hex). At first it looks like its a complete destruction of the archers, but then I remember that since De Vere is with them they get an extra D6, which is enough to reduce the annihilation to a recoil (a bit of a big swing, and only rolled a 3!).

Burgundian Pike/Spear men on the W flank await Richard's assault


After 6 turns (2 hours? No explicit time conversion is given but since we're at the same basic scale as SLS this seems reasonable), it looks like the opening phase is over and we're getting ready for the main match. De Vere has now been pushed back hard against Henry's Main battle, so that needs to get involved now in the fight. For Richard Norfolk's troops have gained ground, but not inflicted too much damage, but are now to spread out and out of puff themselves to destroy De Vere's Van, and certainly not Henry's Main. So time for Richard to pull back from the W flank enough to bring his Main forward.

End of Turn 6 - Norfolk's MAA in centre having not followed up to keep the line



Turns 7- 11

Norfolk's forces pushed relentlessly forwards, inflicting recoils but few stand losses, but enough to keep pushing Henry's line back. On the West flank a unit of French pike (4 melee+4 impact!) caused havoc within the missile units of Richard's flank, and Richards need to be there to control units stopped him from taking the lead in the centre - a job left to Norfolk.

Forces come to blows in the centre, but the French push forward at left


As Richard's archers and handgunners inflict and push back Henry's mounted MAA Richard sees his chance, and just like the real battle calls his own mounted MAA to push forward alongside the marsh and engage their opposite numbers. The melee stalemates in the first round, Henry's personal presence (2D6 not 1D6) not enough to swing the melee.

With both main battles engaged Henry takes the chance to call on the Stanleys. Henry is one down in lost units so rolls at -1, a 5 is rolled, modified gives a 4 - so Stanley stays put.

In the next turn Norfolk decides to through his dismounted MAA into the melee against Henry. Now 2 units to 1 and a General's 2D6 on both sides the Yorkists inflict a push back, but not enough to damage Henry.

Norfolk joins the melee against Henry and his men-at-arms

Henry makes another call to the Stanleys. The rampaging pike have taken another scalp, but Richard's archers have evened the score, so its still a -1 roll. This time the roll is 2, modified to 1, so the Stanley's reckon that Henry's number is up and begin to mobilise for Richard.

Henry fights for his life in the bottom right

Richard's own position is looking perilous though. Floating free on the west flank he suddenly finds the French pike bearing down on him as they rout some Yorkist archers. It's not too clear from the rules whether Richard can escape/disengage from them next turn or has to fight a personal melee (not good as they roll on 12+D6 against his 2D6!).

Richard's looking at risk as French pike bear down on him


However before it can come to that the next round of the main MAA melee happens and Norfolk finally rolls high, eliminating Henry's men-at-arms, and with them Henry. It's Henry who gets to cry for his horse as the blows of the Yorkist swords and maces reign down on him.

The victorious Yorkist men-at-arms

Aftermath

With Henry dead and Stanley already declared for Richard (just in time), and Northumberland still standing by for orders Richard is in a strong position. Both sides had lost 3 units (excepting the final MAA), and had similar damage elsewhere. Richard would no doubt have spent the next few weeks mopping up the remaining Lancastrians before returning in triumph. The Tudor era would not have been, no Stuarts, and possibly no Civil War. And a certain car park in Leicester would have remained totally unremarkable.

A long shot looking to the West of the final positions
Northumberland and Stanley still in place
Considering the battle Henry probably defended too far back, and when he was pushed back should have immediately thrown his main battle into the fight to try and bring Stanley in. As it was he ended up with just no room to manoeuvre.

A View on the Rules

Overall I really liked the rules. Quite simple and straightforward, quick to play but giving a good game that felt realistic. It was interesting how many even minor bits are the same as I have in SLS, even down too things like interpenetration and retreat moves being +1 on a normal move to stop the victor chasing you straight down.

There were a few bits I think I'd be tempted to tweak though:
  • Melees happen when a unit tries moves onto the hex of another unit - as often it was not to clear if adjacent units were in melee
  • Disruption appears to have a very minor effect. I think it should last to the end of the unit's next turn, not til after the move phase, and it should have an effect on melee - amazed it doesn't - perhaps the same 1/2 stand number as firing.
  • Odd that armour class effects firing but not melee - think I'd be tempted to apply a -1 for A1, -2 for A2 on the opposition.

The command and control worked really nicely though. Certainly my medieval rule set of choice though, and its next outing may be in some form of medieval campaign later in the year.

Scenario Mechanic

I also liked the scenario mechanic for what happens to Northumberland and the Stanleys. The fact that the two leaders can choose the right moment to call them forward when the casualty difference is in their favour certainly means that the decision becomes a tactical one, rather than a purely random one, and also hints at the bigger strategic picture. Not sure the mechanism would work well for Napoleonics (except Saxons or recalcitrant Austrians) or ECW (not much on field treachery), but ideal for Medieval. In a campaign setting you could even have loyalty ratings/DMs for each faction, and maybe even make the points value of uncertain troops cheaper - so a small army of dedicated fighters or a large force that might fall apart or even turn on you if you don't keep winning.



Wednesday, 22 June 2016

Battle of Bosworth - Troops on the Table

Mike Ingram's book presents the following deployment for each of the battles and artillery for either side.

Bosworth Deployment Zones
And with the troops on the table it looks like this:

The broad view looking North

A birds-eye view look West

Henry Tudor looking towards the Ricardian line

Burgundian crossbowmen with Richard behind

De Vere's billmen have a good view of the advancing Yorkists beyond Fenn Lane Farm


Well, there's nothing for it now but to play the battle - game on!