Thursday, 4 March 2021

1985 Company MegaTest - Contact Wait Out

 


Time for the last in the run of 1980s Company level games, and time to put my own set through its paces.

Presentation

I did have a "rule book" edition several versions ago but whilst it's still in flux all recent editions have been on an A4 landscape QRS - two sheets (admittedly 9pt) for main rules, 2 more for stats, and a few extra pages for air/engrs etc.


Set-Up

As previous, but now had the British coming in broadly across the East edge, and the Russian's coming in broadly on the West edge.



How It Played

Seemed a far more even game than the others. The Brits were slow to get into Semmenstedt with both sides more or less meeting in the middle. The Russians got to the farm first, only narrowly beating the Brits. There was the standard face-off between T64s and Chieftains, with T64s tending to hit but not penetrate and the Brits fluffing a few shots (although Milan got one). By the end all the Chieftains were gone and two T64s were left.

By the farm the M109 battery put in a couple of fire missions, causing suitable pinning/shock but minimal damage - although one BMP bought it. The Brits dismounted from their FV432s about 150m and tried to take the site before the Russians could recover, both slides lost a section but the Brits couldn't unseat the Russians and pulled back. 


In Semmenstedt 2Pl got into the high-rise and poured fire onto the Russian Pl that was pushing in, causing one section to give up. A Russian fire mission again caused some damage to the S of the city but wasn't fatal. One of the Chieftains took out a couple of BMP before it was fired on from a BMP up the road in Remilingen and taken out.


An attempted airstrike saw one Harrier go down to a SAM-7, whilst the second ship missed the T64 it was aiming at.

With most of the rules tested and both sides at 50% of their battle rating, and SN10 making a spectacular first flight (and even more spectacular second!) I'd run out of time and called ENDEX.

Rules Impression

OK I know this is going to sound biased, but bear in mind I gave CWO only 6.5/10 in the Platoon MegaTest, but I thought that CWO played pretty well and was the closest to what I'm after in a Company level game.

I did make a few changes before the game. One was to simplify the Indirect Fire rules - and in doing so remove the last vestiges of the WRG Armour and Infantry1950-1975 rule set (yes up to a decade before 1985!) in which it has its spiritual home. I also changed the way I did random movement distances, trying to eliminate the use of Fate dice and keep to just D10/D6. In fact I found the new system too random in the first couple of turns and changed it again, still keeping the D10s - random movement is a must I think, especially for this sort of game. I also introduced a new system for randomly determining how much FIRES support you have which worked well.

I also stole the Battle Rating system from Battlegroup:NORTHAG. As it was  both side started with identical BR (not planned, but they did have similar forces) and ended with the same number of BR tokens (about 50%). With the British having lost all their MBT, and the Soviets at least 1 Platoon then playing on too 100% seems a bit much. In future games I might make the percentage national/scenario based, so say Brits play to 60% and WARPAC to 80%. There is the issue that the loss of a section might have a bigger impact than the loss of an MBT - but that may the the price for no bookkeeping and and amount of friction.

The other big change was in activation. I played the first half using the existing random card activation at Pl/Tp level - but really that just doesnt go with mechanised warfare really where reasonable comms and covering fire doctrine means far more co-ordination is possible. I liked the 7 Days to the Rhine system, but having a token per element (so 20-30) was crazy, so I did it at unit level - so about 6 a side in this case. I then did some randomisation to make it +/-2 per turn. Activating like this made it sensible to move FIRES calls outside of the normal activation cycle and do at turn start for both side. Interrupt fire in 7DTTR works as the opponent unit spend its token early, but since I've got unit tokens I'm doing that by a simple overwatch order. I'm keeping the ability to "pass" phasing at any point - but I am concerned that if the phasing player doesnt do that it becomes IGOUGO. So as well as this I gave the non-phasing player the ability to spend 2 tokens to take over phasing and activate a unit (or the phasing player could bid 3 etc). I think this might give just the right level of interactivity and how you spend your tokens becomes a key decision, but without being too gamey. It's not really very easy to test in solo play, so post-lockdown I can hopefully try the mechanism with other players.

I did think that things were a bit hard to hit/kill than in other rules so I'm tempted to drop the "to spot/hit/kill" scores by 1. I think I might ditch targetted inf vs inf fire for the suppression rules, and I need to work a bit on the whole shock/pin/neutralise/kill mechanic, but its definitely getting there. And despite the extra complexity overall I  don't think the game slowed too much.

Overall

Pretty good I think, back to what I remembered it being before the Platoon game, and actually improving on what it was before, so all in the right direction. Just the right combination of friction, grit and playability. Overall 8.5/10, and I think I can push it up to 9 or even more when it comes to the WW2 company test.






Monday, 1 March 2021

Dungeons and Dragons Figures




I acquired a box of old Grenadier Miniatures D&D figures from my daughter who was having a bit of a clear out. They are very "old style" and just had black undercoat. Faced with a gap in painting as I waited for my Napoleonic Russians to arrive I decided to paint them up. 

I've been toying with getting a D&D rule set for a while - and still am. I cut my RPG teeth on the A5 booklet D&D/Greyhawk edition, and then AD&D 1st Edition. Cost precludes getting D&D, and even AD&D 1e is not cheap; and lots of people say some later editions have slicker rules, we'll see.

I actually also have an old set of D&D figures that I last painted up when my daughter was about 8 to teach her RPGs - all heavily black-lined and glossed up!













Thursday, 25 February 2021

One Hour Wargames - Clash of Spears

 


A quick jump back 2500 years from the Cold War games I've been playing. Inspired by the "short" games at VCOW I've decided to try and play each of the three I played out with Nick. First off was One Hour Wargames and a scenario entitled Clash of Spears. Since I didn't have enough hoplites for Athenians and Spartans I changed the Spartans into Persians. Figures are 6mm. The cloth is actually gridded at 10cm, and the cards were for Nick's reference - although in the end most of his directions were of the "move that one up to the left of the other one" variety.

Here's the remote set up:


The laptop is angled so Nick can see the whole table rather than for me to see Nick! My smartphone is on a Gorilla" style tripod so I can easily move it to where the action is. Each unit has a simple label showing type and strength. We used Jitsi as it has very similar features to Zoom but no limit on call length (or I think attendees) - and although only 2 of us played we have 3 devices on. We rolled for sides and I rolled Athenian.

Expecting him to take the temple for his archers I deliberately deployed more to the S. My lights were on each flank. As we advanced his archers did indeed take the temple - but none of my troops were really in range. On my left flank my skirmishers cam up against his cavalry and lights - as at VCOW.


Unlike VCOW Nick's Persians went on the defensive, forming an open square - not something I'm sure is in the Persian Drill Book! I dispatched one of my hoplite units to help the skirmishers in their 1:2 battle, and a couple of turns the hoplites were the only ones left standing on that flank ( think the hoplites scored 16HP in one turn!).

On my right flank I tried to push the slingers out round Nick's square to get at the Persian Guard., whilst the rest of my hoplites when in against his more accessible heavies.

Casualties mounting in both melees


Nick finally let his archers leave the Temple and they came crashing down into the back of one of my hoplite units. That finally went, and I lost another in the melee with the square, so Nick had his victory conditions.


But before his archers could carry on my hoplites from the L flank, and the slingers from the R pincered the already weakened Persian Guard and wiped them away - so I had my victory conditions too!

An honourable draw I'll call it. Only took about 30 minutes, but I did forget the armour rule early on, so casualty rate should have been halved - so 60 mins would have been plenty.

A fun game again, but interestingly Nick's reaction as the same as mine to the Portable Wargame, "it felt more like chess". Certainly worth playing again and working out what works and doesn't, but more of a game in itself - a bit like I feel DBA is.
 




Wednesday, 24 February 2021

1985 Company MegaTest - Sandhurst Current Ops - The Modern Infantry Battle

 


I came across this during VCOW, and what's not to like about a book with Barossa training area on the cover!

Presentation

Another great book from John Curry's History of Wargaming Project range. 124pp b&w softback. The book actually has 4 rules in it , a Platoon Kriegspiel, Battalion Level (all ratios based), this one, and an IED one. There is also lots of fascinating supporting material - I wish Sandhurst had been this into wargaming when I was there - was still a dirty word then (even though Paddy Griffiths was around - never saw him, only saw David Chandler once). The Company level rules only cover 7 pages, of which 3 are the core rules and one a QRS.


Set-Up

As previous, but now had the British coming in broadly across the East edge, and the Russian's coming in broadly on the West edge.


How It Played

The Brits raced to Semmenstedt  first again, just occupying the buildings before the BMPs hit. The Chieftains had been assigned to Platoon Groups, and it was pretty much evens between them and the T64s, and likewise between the Scimitars which skited N and the BMPs - but again the Brits were left with minimal anti-armour (even a Milan was taken out by a T64) whilst the Soviets still had nearly a dozen BMP.

The Soviets made a determined push on the farm complex NE of Remilingen where the Brits had a Platoon (supported by the Scimitars), but the complex fell after two melees. In Semmenstedt the Brits managed to keep suppressing the advancing Soviets, and the BMPs were useful at suppressing them back. In the end the Russians got in and the first building fell. As the reserve platoon arrived to reinforce the assault ENDEX was called, with the British position effectively lost.

Overall it played quickly and smoothly and had one of the better narratives of the games.


Rules Impression

Your not going to get a lot of rules in 3 pages, but what's there works well. Simple movement, direct fire vs inf, and vs AFVs, and indirect fire and that's pretty much it. Half-a-dozen DMs for each. No air, no morale. There's not even armour and AP values - its just hit and destroy for anti-tank. Infantry fire is very much geared to suppress (6+ to suppress, 11+ to destroy - ie at least 2:1). Melees seem very unbloody - 10+ to kill. Simple, but like I say they play well.

What I think is most interesting about them is a) you get an "official" figure for things like effective weapon ranges, and also an insight as to what is seen as important - suppression, hitting (penetration or disablement assumed), ammunition (both for IDF and GPMG-SF, limited to 3/4 turns fire each. The rules really seem there to enable a TEWT ( Tactical Exercise Without Troops) and I'm sure they were played with lots of discussion about options and consequences. John's comments about the Army's aversion to dice are also interesting.



Overall

Not a set for regular play, and they probably leave too much out for anything but a very friendly game between good mates - certainly don't let a rules lawyer need them. But fascinating as a resource, and they gave as good a game as most of the others. Overall 6/10.


Once set left to play - mine!



Tuesday, 23 February 2021

1985 Company MegaTest - ColdWar3

 


Spotted this one when I was looking at something else on WargamesVault, and for only $13 thought it worth a punt.

Presentation

113 page full colour PDF for $14 from WargamesVault. Like 3rd Generation Warfare it's obviously written by someone very keen and reasonably knowledgeable on the subject. It does include all the stats you need, and there is a downloadable free 2 page QRS.

But..

Even more so than 3rd Generation Warfare lots of interesting facts and bits of detail get in the way of a clear presentation of the rules.

The rules are covered in typos. Some are consistent mis-spellings of military terms (NORTHTAG, reccee etc), but most are just simple typos. I chose a page at random and it had 12 typos on it - and that seems typical.

Worse, there are some factual errors (Chieftain with a 105mm gun?).

Even worse, some of the dice rolls and DMs are confused in sign, and different between rules and QRS. For instance the key "to hit" roll is 4+ for conscripts and 5+ for trained in the rules, but 5+ for conscripts and 4+ for trained in the QRS! The QRS in the back of the "updated" rules (issued today!) manages to miss Trained and Elite from the table entirely. Artillery to hit is based on the target team's skill level (just about makes sense with DF, but for IDF? And what happens if you have mixed targets under the template (which although mentioned lots I couldn't find), but then has DMs of +1 if target has gone to ground (so harder to hit) but +1 if using radar or airborne (which should make things easier).

Basically they are a mess.

Then I got a real sense of deja vu, with some bits of rules ringing bells. A quick check and I realised that this was basically Team Yankee. Google confirmed it, or at least that it is/was a "modern" version of Flames of War. Some of the vehicle/weapon stats are identical with TY, and all the core mechanics are the same. There are a few things streamlined (and generally improved), a few things made more cumbersome, and worse. But there is NOTHING that  I could see on the web site or in the rules that references this heritage even though both FOW and TY are mentioned (alongside other rulesets) in the introduction.

So had I known all this I doubt I'd have bought it.

And all this makes the "puff" at the start with a positive quote from an Army officer and lots of thanks to various military units and people even more embarrassing.

Set-Up

As previous, but now had the British coming in broadly across the East edge, and the Russian's coming in broadly on the West edge.

How It Played

Given all the issues this was again a bit of an abbreviated test. A bit more play than 3GW since at least all the material was there and TY was playable, even though I had to keep referring back to TY to work out what CW3 was trying to do. One change from TY is that it had "to hit" values of 3+ for WARPAC and 4+ for NATO, whereas CW3 has 4+ and 5+ respectively. That said the Chieftains rapidly finished off the T64s (both have a ROF of 2), and then only had to dodge the Saggers to start picking off the BMPs. One Scimitar also made short work of a platoon of BMPs (ROF4!). The Russians did try and launch a ground assault, with no casualties on either side on one melee, and a Soviet win on the other.

Rules Impression

Trying to move beyond the presentation issues, and without repeating the TY comments there were a few positives:

  • Direct fire was slightly streamlined, at least 1 step skipped I think
  • The Morale idea was nice, randomly determine a target number at the start, then hit it with nD6, but n reduces depending on how bad things are
  • Some nice weapon discrimination and lots of detailed weaponry (Firecracker rounds, beehive ammo!)
Oh and side order was not spelt out at all, it just says "taking turns" or "in turn" - does that mean by side or unit, and who's first. Certainly no friction.

Taking TY and adding in the better bits of CW3 would probably give a reasonable set of rules - but I'd definitely start from TY not CW3!


Overall

Disappointing on multiple counts, a pity given the author's obvious keenness and knowledge. In its current state its barely worth 3/10.



Sunday, 21 February 2021

1985 Company MegaTest - 3rd Generation Warfare

 


Spotted this set of rules a while ago, so thought I'd buy them for the playtest as they were only £10 for a Lulu paperback.


Presentation

96pp black and white Lulu paperback - A5 sized, order from https://www.3rdgenerationwarfare.co.uk/. There's a wealth of information in there along side the rules, even an APFSDS penetration graph, and some nice B&W wargame photos. Some of that mixing in though does get in the way of a clear read through the rules or when you're hunting to find something. Well written though, and almost everything covered (incl ATGW, AA, Counter battery etc) although the mottled grey background to each page can make the text hard to read. Free downloadable QRS and 6mm mods. Not bad at all though, and the overall style is something I wouldn't mind emulating for my own rules when I publish them, hadn't thought of A5 and the Lulu print is pretty nice.

Set-Up

As previous, but now had the British coming in broadly across the East edge, and the Russian's coming in broadly on the West edge.

How It Played

I got as far as the opening tank duel before I realised that there were going to be some real problems playing it, so instead I abandoned the scenario play through and just went through the motions of trying some direct AT fire, AP fire, indirect fire and assault.

Rules Impression

I had a bit of a sinking feeling when I saw the 20x20 table for armour kills, but I decided to stick with it. Moved my units ready for the first T64 vs Chieftain, went to look up the AP and Armour ratings, and realised there weren't any. ALL the stats are in another £10 book! Now a £10 book I'm reasonably happy to buy on-spec, but £20 has probably crossed the threshold into a more deliberate purchase, and given that 20x20 matrix and a few other things I could see that this wasn't a rule set I'd play again. I guessed some values but found this put penetrations at 11+. Luckily there's a snapshot of the Leopard entry on a page on the web site, so I used that as a guide, which gave a more reasonable 9+, but really had to guess things like FV432s, Scimitars and BMPs. Then came my first infantry fire and whilst a "Squad" is given an FP rating all support weapons are in the extra £10 book, and its not clear from the rules is the Squad FP includes its GPMG or not. Indirect fire, same issue - FPs in the extra book. At that point I gave up.

From what I did manage to play:

  • Seems like tank guns can fire 3 times, and move twice - which seems excessive on an IGOUGO game, so most Chieftains were out in the first round
  • Infantry close range fire seemed cumbersome and then very ineffective. The process is:
    • Sum the FP of troops involved (which involves rolling dice for some support weapons)
    • Use a table to convert FP to dice
    • Roll the dice, total pips = potential hits
    • Roll dice for each potential hit against a To Hit value
    • If target hit roll another dice for a cover save
    • If fail the cover save roll another dice and cross reference with FP on a 6 x 20 table to see if just suppressed, fallback or destroyed (although also results for destroyed and suppressed, and destroyed and fallback!)
  • Arty uses same tables as infantry
  • There is a morale roll, but for most NATO its an automatic pass 

Overall

OK so I didn't play a complete game, and perhaps shouldn't give a rating, but there should be a clear message on the website that you need to buy the data book to play it - or give a both books for £15 deal. What I did play though just seemed to cumbersome, and the multiple actions too powerful. Overall it would probably still be only 5/10 if I had all the data to play it.






Wednesday, 10 February 2021

1985 Company MegaTest - Bolt Action Reality Check

 


Bolt Action Reality Check is the name I give my version of Bolt Action with various house rules particularly for ranges, firepower etc. For the Modern Version I used the stats at Jay's Wargaming Madness.

Presentation

My 4 page BARC QRS and Jay's 7-10 page QRS, all PDF.

Set-Up

Same as Team Yankee, sides reversed from the first two.


BMPs stream into the assault


How It Played

Similar pattern to the others. A tank duel which the British again lost, the Brits getting to Semmenstedt. There was a nice assault from Remilingen  which got bogged down in a flurry of pins from a Fires task. The Brits in the town weathered a Soviet 122mm strike  reasonably well, but a couple of FV432s were lost. A Soviet assault along the bottom baseline into the woods outside Semmenstedt (Bolt Action melees are viscious),  so with only the odd Milan and Carl Gustav to worry about they just stood off and started demolishing the buildings with the 73mm guns on the 8 remaining BMPs.

The attack out of Remilingen bogs down in a hail of 105mm HE


Rules Impression

That played pretty well, I do like the Bolt Action pin mechanic. Still bits of BARC I'd like to tweak and I need to integrate Jay's modern stuff into it too.  Playing it at a Company scale worked well, I activated at the Platoon level but let each section do its own action. I do need to think about pins, as they have to be allocated at section level to have the proper effect, but then when you roll to activate what do you take - I think I took the worst section each time and that seems a reasonable compromise, but then if you pass do you only take 1 off that section? 

Overall

As already mentioned (I think) adding the 7DTTR activation mechanism on top of the BA dice, and then Battlegroup:NORTHAGs Battle Rating ENDEX system could give a very nice game. Good but still worth improving on. Overall 8.5/10.