Saturday, January 12, 2013

WWII Game with Morschauser Rules

Closing out my week off from work this weekend, I had a solo WWII game today using the modern era rules from Joseph Morschauser's How to Play Wargames in Miniature. Despite their simplicity (or perhaps because of it) they gave an excellent game. The simplicity of the mechanics allowed for calculation of maneuvers in an almost chess-like manner. While not to everyone's taste, I rather enjoy that type of calculation.

I threw in a few simple house rules for wrecked vehicles – other vehicles can't move through them and they block LOS/LOF. I also tossed in some restrictions for overrun attacks (called "running down" in the rules). I decided overruns could only take place if the target infantry was in open terrain or on a road, and only if the overrunning vehicle's entire move took place in open terrain and/or road, and only if the overrunning vehicle could cross the target infantry base completely without contacting any other enemy units (the latter allowing for defense in depth).

 Middle of the battle. Plumes of smoke (I know they should be black, not white) rise from wrecked vehicles, blocking LOS. The German infantry at top left take advantage of the house rule prohibiting overruns vs. infantry deployed in depth.

The game moved quickly and smoothly and was extremely entertaining. I set up a plain old meeting engagement, with symmetrical forces – nine rifle squads, four tanks, and one scout car on each side. The Germans got the first move, but the Americans had choice of table edge. Consequently, the Americans made it to the large town near the center of the table before their opponents. First contact occurred at the edge of town, when a Sherman survived a shot from a Pz IV, then destroyed the German tank in the following American turn.

 Overall course of the battle.

Except for a couple of tanks on each side that pushed straight up the middle, the battle took on a classic "hurricane" pattern, with the weight of each side's advance on its own right flank, hitting the enemy left. Each army, on its respective strong side, pushed back the enemy, but the Americans got the better of it, dropping the German force to less than 50% strength before the Germans were able to do the same to them.

In the end, the Americans lost two AFVs and four rifle squads (six units total) and held the field. The Germans lost three AFVs and six rifle squads (nine units total), and withdrew.

I'm looking forward to playing some more with Morschauser's rules.

Monday, January 7, 2013

AWOL (but haven't deserted)

I've been A.W.O.L. from the blog for several months, but finally got some time to catch my breath with a week off from work responsibilities before plunging into the next academic term.

Taking advantage of the time, I built and painted up two Armourfast StuG III's.


I love how quick Armourfast models are to build.


Real life has put a serious dent in my hobby time these past few months. My new year's resolution this year is to make more hobby time, no matter how much work and other obligations scream for me to do otherwise. Hopefully I won't be so absent from my blog.







Saturday, June 16, 2012

Simplest Terrain Ever, Simplest Skirmish Rules Ever

Things have been very quiet on the modeling front. I eased back in with some really simple terrain: some Italeri stone walls, and some homemade hedges. The hedges were particularly easy. A pack of tongue depressors, a can of green camo spray paint, white glue and some moss from a local craft store. Spray the tongue depressors camo green, then glue clumps of moss to them. Voilà.

The Italeri wall around a house. Hedges on the edges.

Close-up of the wall.

Because I couldn't just make terrain without doing something with it immediately, I made up some skirmish rules on the spot. Each guy moves 6+d6". If the d6 roll is a "1" the guy moves his 7" and then the turn passes to the other side. Moving in rough (over hedge or wall) costs a penalty of 3". Shooting – rifles and LMGs 24"; SMGs 12". Rifles hit on a 5 or 6, LMGs/SMGs on a 4,5,6. Penalty of -1 if target is in cover. A hit eliminates the target. Shots may be taken at start or end of a man's move. If the d6 roll for the shot is a "1" the turn passes to the other side. So basically any "1" rolled on the die, for movement or shooting, is a turnover. 

 Close-up of a hedge.

And another.

In my quick game, the opposing squads had ten men each. In the end, the Americans made a valiant attempt to take the building with the wall around it, but the Germans drove them off, breaking the U.S. squad. The GI's lost five men to the Wehrmacht's four.

Saturday, May 26, 2012

Something Old, Something New

It's been a crazy academic term. Last week most of all – we gave the graduate students their comprehensive exams, interviewed for a new faculty member for next year, and interviewed for next year's tutor. This weekend, I am not working. Taking three full days completely off.

To treat myself, I picked up a couple of WWII games for the PC, something old and something new, both from Matrix games.

First off, Panzer Corps. In a nutshell, it's a remake of the old Panzer General game, but with improved graphics. Since I used to love Panzer General, this one was a retro no-brainer. Twenty-first-century update of a classic, plays just like the original. I went through the first scenario (Warsaw, 1939) on the easiest difficulty setting (there are five) and Poland fell in short order.

Panzers advance on Warsaw in Panzer Corps

I also picked up Unity of Command. This one was new to me. It's is a nice little game focusing on the 1942 campaign on the eastern front. In many respects it's very similar to Panzer Corps, though logistics seem to play a much more substantial role (you'll get slaughtered if you don't pay very careful attention to them). It has a very intuitive interface and set of game mechanics.

I played through most of the "easy" scenarios in one day – though the "Edelweiss" scenario (Germans attacking south from Rostov toward Maikop) was pretty darned tough. I had to play it something like four or five times before I finally won – on the very last turn of the game. 

 Jumping off from Rostov in Unity of Command

All in all, an excellent start to the holiday weekend.

Tuesday, May 22, 2012

Games That Define Us - Chiming In

Jumping on the bandwagon again, this time with the games that define me.

1. Chess. My introduction to both strategy and tactics. I learned to play when I was seven, eventually reaching a respectable (but not brilliant)USCF rating as an adult. In all the wargames I've played, I have never encountered a single one that provides the same tactical or strategic depth without having rules dramatically more complex than those of chess. It is an incredibly "economic" game in terms of its depth-to-complexity ratio. It has always been the standard by which I measure all other games of strategy and tactics.

2. Stratego. My first truly "war-themed" game. I played this for years and years as a kid until I finally moved up to actual simulations. I'm kind of surprised that Stratego never led me to an obsession with Napoleonics, given how much I played it.

3. Afrika Korps. The first wargame I ever owned, which I got for my twelfth birthday. From that point on, WWII was my favorite historical period. And for a very long time, I was a fanatic about the western desert campaign, reading everything I could get my hands on. I think it also set squarely in my mind the idea that simple games are not only fun but can, at the very least, make a decent simulation.


4. Dungeons and Dragons Basic (Moldvay). The first RPG I ever owned, which I also picked up when I was twelve or so. Even once my friends and I "graduated" to AD&D, we were really still just playing D&D Basic with expanded classes, spells, and monsters.


5. Panzer Leader. My first foray into tactical (as opposed to operational) wargaming. A step up in complexity, but I fell in love with this game. Even after I tried Squad Leader, Panzer Leader was still tops for me. For only a fraction of SL's complexity, I felt like this game gave a pretty full range of West Front WWII weapons and tactics. The lack of so-called "realism" (compared to SL and other more complex games) was not significant enough IMO to break the game. It's still one of my favorites.


6. Talisman. This was my favorite fantasy board game. My friends and I played this all the time when I was an undergraduate. I recently bought the Fantasy Flight Games edition of it, and I still play it. It's also one I've managed to get Mrs. Bard to play, and she enjoys it too.

7. Bruce Quarrie's "Tank Battles in Miniature" from A Beginner's Guide to Wargaming. I did no gaming throughout grad school. When I picked it up again, I got curious about miniatures. This very simple set of tank rules was my first introduction to miniatures rules. I played with this set and a few handfull's of 1/300 scale tanks for quite a while. It involves written orders, but surprisingly that makes it excellent for solo play, by just making up random tables for enemy actions. Then you write your orders (committing your forces to specific moves and targets), then roll to see what the enemy does. The enemy's unpredictability combined with your inability to "uncommit" your tanks makes it work quite well.

8. Paul Scrivens-Smith's "Men of Frost." This is a free set of WWII infantry skirmish rules that I first encountered something like 10 years ago, and it is still available through the Free Wargames Rules site. A very simple set of rules with a fascinating individual initiative-based system. It's probably still my favorite set of WWII man-to-man skirmish rules.

9. Song of Blades and Heroes. My first fantasy minis game, at least the first one to which I gave any serious attention. I played it and never looked back. Simple, flexible, effective.

Thursday, December 1, 2011

Banholz: 1 December 1944

The Army reports have little to say about the assault on Banholz. The American attacking force loses its impetus in the earliest moments of the push forward, and never regains it. The fight turns into an immobile slog, with infantry on both sides simply exchanging fire, gradually whittling each other down. While the American armor gets the better of the German panzers, the Americans suffer from significant mechanical difficulties which prevent the U.S. armor from making any real contribution to the attack. The American company commander, Captain Norman Fowler, is killed in action, as are all three of his subordinate platoon commanders. So deadlocked is the position throughout that there is little to report. What follows therefore is simply a list of the difficulties that beset the immobilized American force.

An overview of the battlefield

Deck 1, Turns 1-4

Preliminary U.S. artillery has virtually no effect.

An exchange of infantry fire begins in the center of the lines due west of Banholz, pinning units who then rally and are pinned again repeatedly. This continues through the rest of the battle and bears no further commentary.

The two Shermans run into ditches.

The crew of one M10 Wolverine is stunned by enemy fire.

From about the second turn, half to two-thirds of the US infantry remain pinned, while half to two-thirds of the US vehicles remain immobilized for the remainder of the fight. No further significant maneuvering occurs after the initial engagement.

End of Turn 1

Deck 2, Turns 1-4

The American M8 goes up in flames from German infantry AT fire.

The Americans get reinforced by an understrength rifle platoon (two squads) and an additional M8 scout car. These reinforcements are unbearably slow moving up, and will only reach sight of the enemy at the very end of the battle.

One Sherman drags itself out of the ditch and slides right back into it, again temporarily out of action.

Lieutenant Dowler (first platoon) is killed by a shell fragment.

A machine gun burst kills Lieutenant Pickard (third platoon).

An M10 Wolverine and a Sherman engaged with the two Panzers manage to send one PzIV up in flames.

Deck 3, Turns 1-3

One US squad gets pinned down in a minefield.

One of the Shermans gets hit by a panzerfaust attack and explodes.

Captain Fowler (company commander) is killed by a sniper.

Lieutenant Benedetto (second platoon) is killed by a mortar round.

The Sherman and the Wolverine bounce a total of six shots off the Pz IV's hull. [Game comment: each armor save has a 33% chance of succeeding. The chance of the Panzer making six armor saves in a row, as it does, is .0013 or just over 1 in 1000]. Finally three more hits destroy the enemy tank.

End of Game

Aftermath:

Seeing their attack has petered out, the Americans pull back. The Americans suffer one Sherman destroyed, one M8 destroyed, and the loss of three rifle squads. The Germans suffer two Panzer IVs destroyed, and the loss of two rifle squads. Though the losses are fairly even, not a single G.I. even comes close to setting foot inside the town. The fight is a solid German victory.

Fox Company, effectively decapitated by the loss of its four commanding officers, is pulled out of the Hurtgen entirely. The unit is shortly thereafter disbanded, and its men reintegrated into other units shipping out to Belgium and Luxembourg as the snow begins to fall, to fight in yet another desperate campaign.


Game Notes:

I've got to say this was a terribly anti-climactic conclusion to the Hurtgen mini-campaign. The Germans drew more action cards than the Americans every turn of the game, except the final turn. In several cases the disparity in action cards drawn was extreme (11-4, 10-4, 11-5). The Americans could simply not overcome this deficiency, which was coupled with brutal random events – four officers killed outright, one tank blown up by a panzerfaust, and no fewer than four "mechanical breakdown" results keeping US tanks out of action, and a seemingly utter inability of US pinned and immobilized units to make successful recovery rolls. The US force – significantly greater in numbers – just lay there like a beached whale, passively taking fire for much of the game. So much so that writing a report (other than the list of things that went wrong provided above) was practically impossible, just because
nothing actually happened the whole game but a stagnant, immobile firefight that reduced the game to a pure dice-rolling contest. You can easily see that the photo at the end of turn one and the photo at the end of the game are not significantly different from each other.

Then again, that's pretty much how the Hurtgen forest campaign played out in real life too...

Sunday, November 27, 2011

Hoffmeister: The Aftermath

Graves detail carries off Captain Thorpe in a body bag. Nobody even salutes. The only notice anyone gives of him at all is the occasional shrug.

Still, the company took Hoffmeister and, in the days following, the unit is brought quickly up to full strength again. Dowler and Pickard look good in the reports. Benedetto less so, and there is rumor he may come up on charges for drinking.

As the last of the reinforcements and supplies are brought in, so is the new company commander, captain Fowler.

The captain's first announcement is that the company has been chosen to lead the main assault into the town of Banholz. The company will have armor backing them up, along with some artillery support, and some reserves standing by for reinforcement, if needed.

Newly built and painted armourfast vehicles (one M4 and two M10's at the rear of the column) move up to support Fox Company in their next push.
_______________________________

Revised Company Roster

Fox Company:
Captain Norman Fowler, commander (replacement)
1st platoon (full strength, some replacements)
2nd platoon (full strength, many replacements)
3rd platoon (full strength, many replacements)

Support:
1 M8 Scout Car
2 M4 Sherman Tanks
2 M10 Wolverine Tank Destroyers
1 Artillery Fire Mission
Reserves (unspecified type/number)
_______________________________

New NPC

Company Commander (Replacement): Capatin Norman Fowler

Description: A pragmatic man, whose primary interest, outside his duties, is family. He talks freely about his own, and also takes an active interest in his men's families' well-being. Most of the men have quickly taken a liking to him because of this. He is a cautious but competent commander.

Traits/Stats: Personality: Pragmatic; Interest: Family; Combat Temperament: Cautious (-1 DRM to number of cards drawn); Combat Leadership: Level II (average); Background: Average.

Cumulative DRM: -1 DRM to number of cards drawn for the US each turn.
_______________________________

Revised NPC

1st Platoon Leader: Lt. Clinton Dowler

Description: Lieutenant Dowler is a mercurial fellow, as quick to offer a kind word as to jump into a rage – both perhaps related to what many view as his religious fanaticism. He can be charitable to the men around him when they are in need, and severely judgmental and angered when they engage in any activity he perceives as sinful. The fact that he often quotes biblical verse while addressing his men will no doubt win him points with fellow believers, but will also certainly turn off the foxhole atheists in his platoon.

Traits/Stats: Personality: Mercurial (-1 DRM), Interest: Religion (pious/devout), Combat Temperament: Even, Combat Leadership: Level 2, (Average); Background: Average.

Cumulative DRM: -1
_______________________________


[Game note: the "after-the-battle" narrative was drafted based on results rolled for with the Platoon Forward rules – Post-Battle Events: Freeform (Replacements/support); Manpower (reserves); Manpower (Arty support)]

Tuesday, November 15, 2011

Hoffmeister: 13 November 1944

The sun is rising as Lt. Benedetto takes one last sip from his silver hip flask and wipes his mouth on his sleeve. His watch says 0745. "Okay, Sergeant, let's get them moving."


Deck 1, Turn 1

One of the men in Benedetto's platoon steps on a mine, then the platoon comes under a crossfire from two German platoons who have swiftly moved into the woods just in front of them. Benedetto's return fire is virtually ineffective. In the blink of an eye second platoon is down to two squads. Meanwhile third platoon moves up on second's right flank, and first platoon with the armor support enters the town of Oberndorf.


Deck 1, Turn 2

The sherman takes a wrong turn in Oberndorf and finds its path blocked in a narrow set of alleyways. The crew immediately try to back out and get back onto one of the main streets. Meanwhile a sniper opens fire from an upper-storey window and kills Captain Thorpe with a bullet to the chest. A medic rushes over to him, but too late. The withering German crossfire finishes off second platoon. Benedetto and a few survivors manage to fall back to the safety of the bridge. Meanwhile, Pickard's third platoon open fire on the Germans across the road and manage to cut them down to half strength.


Deck 1, Turn 3 - 4

The infantry on both sides continue to exchange fire, and Pickard's platoon does heavy damage to the German center. Dowler succeeds in getting his men back on their feet and first platoon reaches the north edge of Oberndorf.


Deck 2, Turn 1

The sherman still fails to extricate itself from the back alleys of Oberndorf. Meanwhile Dowler's first platoon advances on the American right, while Pickard's third platoon and the Germans in the center chop away at each other. Both forces are down to about 50 % of their original strength.


Deck 2, Turn 2

Pickard's platoon gets whittled down still further, but Dowler's platoon does some damage to the Germans facing them, completely annihilating the German left flank. If only the sherman could get free of Oberndorf, then Hoffmeister would be completely open to the Americans.

Deck 2, Turn 3

An overstrength platoon of German reinforcements marches down the road from the north toward Hoffmeister. Meanwhile, German fire from the woods facing Picard's depleted third platoon is ineffective. Pickard however, manages to keep the German platoon pinned in place. The sherman manages to extricate itself from Oberndorf, and races north along the road toward Hoffmeister, with Dowler's men dashing across the east-west road, right alongside.


Deck 2, Turn 4

A panzerfaust team takes a shot at the sherman as it rolls up the road, then pulls out in the face of close range MG fire from the tank. The sherman then rumbles forward into Hoffmeister with Dowler's first platoon immediately behind. The German reinforcements, hearing the tank roll into the town ahead of them, take cover in the trees northwest of Hoffmeister. Meanwhile the exchange of fire in the west near the bridge is relatively ineffective, as both sides have very little fight left in them.

Deck 2, Turn 5

Dowler's men join the tank in Hoffmeister, and with a final ineffective exchange of fire, the remnants of the German force pull back off the battlefield. Though it cost them dearly, the American are victorious.


[Game notes: Lt. Benedetto hit the bottle before going into action. This did not help the Americans at all, as his platoon had a severe penalty to their dice rolls. Consequently Benedetto's platoon got wiped out very quickly. The random events were still quite unkind, but manageable [barely] with the numerical advantage for the GIs. Even so, it was a near run thing, and had the Americans not secured the town as they did right at the end of the second deck (which allowed me to call the game there), they would certainly have lost -- a third deck would have killed them. As it is, the GI's took a lot of casualties securing their objective.]

Saturday, November 12, 2011

Objective: Hoffmeister

A week had passed. Not only had the situation stabilized, but the battalion had begun pushing forward again. Fox Company was coming out of reserve and being sent back up front. By the lantern in the command tent, Captain Thorpe briefed his platoon leaders.

"You probably know that earlier today Charlie company took the Schellendorf Bridge over the Kopp Creek and have established a bridgehead on the east side of the stream." The captain pointed at the map. "At the same time, further south, Dog company secured this ford on the Kopp, just below Oberndorf. Our battalion S2 tells me regiment believes the Germans have been fallen back to the town of Hoffmeister here in the north. Intelligence's best guess is that they've got a weakened company there, down to about 50-60% strength."


Thorpe paused to look at Benedetto and Pickard. "Tonight, second and third platoons are going to go in under cover of darkness and relieve Charlie company, taking over their bridgehead on the east bank of the Kopp. Meanwhile, I'll accompany lieutenant Dowler with 1st platoon and some armor support up from the ford, and we'll assemble near Oberndorf. At 0745 we'll launch a two pronged assault on Hoffmeister, hitting it from the west and south."

The captain looked around at his subordinates. "Now get your men together and get what sleep you can. We shove off in three hours."

[Game note: as you may be able to see, I've taken Paul's and Al's suggestion and increased the US to German troop ratio. I'll be leaving the random event rules intact. Hopefully this will give the GI's a better chance this time!] 

Monday, November 7, 2011

Gratz: The Aftermath

Despite the frantic withdrawal from Gratz, one of Lt. Grover's sergeants manages to bring his body out. Falling back to an assembly area – no more than a large clearing in the woods – the company is in complete disarray. First platoon was completely wiped out, second platoon is down to about a dozen men, and third platoon is the only one largely intact, though Pickard's men are fairly shaken. Benedetto watches as some men bring over Grover's body and lay it with the other corpses recovered from first platoon. "I'm beginning to see what old Grinder had against the captain," he mutters to himself. He looks around as if there might be a spare bottle lying around, but of course there isn't. Not in this mess.

"Lieutenant!" calls a voice. Benedetto spins around to find himself face to face with the battalion commander, Lt. Col. Kenison. "What the hell happened here, lieutenant?" Benedetto hesistates at first, but gives the commander his assessment. Kenison nods and pats the second platoon commander on the shoulder. "You're doing a fine job lieutenant. Keep up the good work. I'll make sure you get back to full strength with the replacements coming in."

Benedetto watches the battalion commander stomp off to find Captain Thorpe. The need for a drink gnaws him again. Medics working on wounded men. Soldiers running back and forth. A jeep pulls up and a new lieutenant steps out, in a clean, pressed uniform with a duffle bag thrown over his shoulder. The fresh L-T approaches. "I have orders to take over first platoon. Any idea where those boys are?" Benedetto points to the line of dead bodies where Grover was just laid down. "Over there," he says. The new lieutenant crosses himself. "With the Lord then," he says softly. "Well, I suppose I just better report to Captain Thorpe and wait for the replacements."

Once the young lieutenant is out of sight, several trucks arrive. Sergeants run up to them barking orders. "You men, you're in second platoon with Lieutenant Benedetto. Form up on me! You others, you'll be in first platoon with the new lieutenant. Fall in over there!" Benedetto wonders how long it will be before these men are lying beside Grover and the others.

[Game note: the "after-the-battle" narrative was drafted based on results rolled for with the Platoon Forward rules – Post-Battle Events: Freeform; Encounter; Player Choice (Replacements)]

______________________________


Revised Company Roster

1st platoon (brought up to two squads; new commander)
2nd platoon (brought up to three squads with replacements)
3rd platoon (intact with three squads, no replacements)

______________________________


New NPC

1st Platoon Leader (Replacement): Lt. Clinton Dowler

Description: Lieutenant Dowler is a mercurial fellow, as quick to offer a kind word as to jump into a rage – both perhaps related to what many view as his religious fanaticism. He can be charitable to the men around him when they are in need, and severely judgmental and angered when they engage in any activity he perceives as sinful. The fact that he often quotes biblical verse while addressing his men will no doubt win him points with fellow believers, but will also certainly turn off the foxhole atheists in his platoon.

Traits/Stats: Personality: Mercurial (-1 DRM), Interest: Religion (pious/devout), Combat Temperament: Even, Combat Leadership: Level 1, Below Average/Green (-1 DRM); Background: Average.

Cumulative DRM: -2

______________________________

New NPC
Battalion Commander, Lt. Col. Max Kenison

Traits: Personality: Likeable; Interest: Engineering; Combat Temperament: Even; Combat Leadership: Level 4 (Excellent); Background: Average).

[Game note: no detailed description or DRM, since he only exists for the purposes of his encounter with Benedetto and will not be seen again (encounters with previously met NPCs are re-rolled).]

Saturday, November 5, 2011

Gratz: 4 November 1944

"Forget about sending in scouts Lieutenant!" Captain Thorpe is screaming into the radio at his subordinate. "I want you to get your platoon into Gratz now. Second and third platoons will be right behind you. Battalion thinks the Germans may be moving in as we speak, and by God we're not going to let them get into that town first! You get it moving Lieutenant or I'll personally come up there and put my boot in your ass!"

Lieutenant Grover slams down the handset and grinds his teeth together. "Goddammit..." he mutters. "He's got us charging straight in there with no idea what's in front of us." The lieutenant presses his eyes shut and pinches the bridge of his nose between his fingers. "Let's get them moving, sergeant."


Deck 1, Turn 1

Grover's platoon advances east toward Gratz, coming under light mortar fire, but no one is hit. They make contact just outside of town with a German rifle platoon. Benedetto, sober today, moves second platoon into the woods on Grover's left flank. while Pickard advances third platoon into the same woods on the American far left. Germans appear in the trees across the road. Grover's men, after an initial exchange of fire, deploy in Gratz. Though the Americans are successful in pinning down some of the enemy, a sniper rifle rings out and Grover himself goes down, shot through the head.



Deck 1, Turn 2

First platoon, now in Gratz but leaderless, takes fire from the Germans, losing one squad, but eliminating one enemy squad as well. The remaining American platoons deploy into the woods north of the town, and the Germans do the same across the north-south road.

Deck 1, Turn 3

A squad from first platoon sets off a booby-trap, no doubt left behind by the German sniper team before they withdrew from Gratz. Adding insult to injury, the Germans east of the town lay down additional heavy fire on the already stunned squad. First platoon has been whittled down to just a dozen or so men. Benedetto's platoon in the center also takes heavy fire. Things are looking grim for the GIs and their spirits sink momentarily as a German tank can be heard rumbling closer from the village of Schierholz to the east. Just as they begin to despair however, the GIs' morale rises again as they hear a Sherman coming up from the rear.


[Game note: this was just dumb luck. I created a scenario rule that allowed armored reinforcement to arrive on any roll [move, fire, recover] of double sixes. The end of the turn saw double sixes rolled on BOTH of the last two fire rolls – the first tank turned out to be German, the second American.]


Deck 1, Turn 4

The last remnants of first platoon wither away under German fire inside Gratz. Meanwhile, Pickard's third platoon finally gets into position on the American left, while the Sherman advances to become what is now the American right. With the help of the tank, the two remaining American rifle platoons manage to pin most of the German troops in the trees across the road.


Deck 1, Turn 5

The Sherman has mechanical difficulty and creaks to a halt. The German Panzer IV slowly grinds forward. Fire from the American infantry begins to take a toll on the Germans in the woods, knocking out two squads and pinning all the rest. The only German infantry in good order is the platoon advancing into Gratz from the east. After what seems like an eternity of vulnerability, the Sherman's crew get their vehicle running again.


[Game note: now at the end of the first deck, I could call the game and retreat; my force is down 4-3, a minor loss, and not the end of the world. However, seeing as how half the German infantry is pinned, and all of my units are in good order, I decide to take a gamble, thinking maybe I could pull this out – bad idea].

Deck 2, Turn 1

"Sonofabitch!" Pickard can see a dust cloud rising in the distance in the outskirts of Schierholz. Another Panzer followed by an entire platoon of German infantry! He grabs the handset from his radio man. "Fall back! Fall back! We can't hold this position!"

"Goddammit!" Hollers Thorpe into his own radio. "You hold your position Lieutenant!"

The GI's keep firing, taking out two German squads in the woods. The tanks on both sides fail to find their marks, and the German infantry in Gratz manages to destroy an American squad on the US right.


Deck 2, Turn 2

Things go to hell in a handbasket for the Americans. A mortar barrage leaves every squad in Pickard's third platoon pinned, and the exchange of infantry weapons fire leaves Benedetto's platoon down to a single pinned squad as well. The Germans in Gratz attack the Sherman with panzerfausts, and momentarily stun the crew. Yet another German vehicle rolls into the town of Schierholz joining up with the other troops assembling there. The only good news for the Americans is that their tank quickly recovers from the panzerfaust attack. However, it seems now only a matter of time before the German troops in Schierholz make the final push to drive the U.S. force from the field.


Deck 2, Turn 3

There is a lull in the action, as a few desultory shots are fired by the remaining engaged good order troops on both sides. The Americans take advantage of the lull to pull their troops out, falling back through Broeckerhoff, leaving Gratz in German hands.


[Game notes: Deck 2 ended here, and I wised up and opted to get out while I still could. In terms of casualty victory points, the game was tied, 5-5, as both sides had taken even losses. But the Germans took Gratz and that gives them the victory here. In reality though, the "numerical" VP score doesn't come close to reflecting the horrible position I was in when deck 2 ended. All my infantry was pinned, practically all the German forces were in good order, and the German reinforcements were going to be overwhelming, outnumberng me about 2:1 in infantry and 3:1 in vehicles. Sticking around would have been sheer suicide.

Playtesting notes: As for the solo Paper Tiger variant rules I drew up, the random events rules were pretty brutal. They come up four times per deck, and are all bad events undermining the solo player. In other words, they represent four "free shots" against the player's forces on each run through the deck. That may be a bit much. The random events just pounded me the whole game. With the random event rule as written, I'm not sure the player has any chance at all of winning a game, and my target is for a game that gives the player a roughly 50-50 chance to win or lose. For the next game I may tweak the rules so that random events don't pop up quite so often – maybe a random event occurs only when the enemy draws an ace. This way, instead of being guaranteed four bad events per run through the deck, I could get anywhere from zero to four such events, with an average of two per pass through the deck, depending on who draws the aces.]

Coming soon: After the battle.

Sunday, October 30, 2011

Platoon Forward Solo Hürtgen Forest Campaign Personalities

Using the Platoon Forward campaign rules, I set up some personalities for the company and platoon commanders of my fictional company. All given names were created using a random name generator. Nicknames were created based on the personality traits generated by the Platoon Forward rules. The Dice Roll Modifiers (DRM) are based on the personality traits of the character.

The campaign will be set in the Hürtgen Forest, and my fictional company will be part of the historical 1st Infantry Division.

U.S. Force: Fox Company ("The Misfit Marauders") of the fictional 4th Battalion, belonging to the historical 16th Infantry Regiment, 1st Infantry Division ("Big Red One")


Company Commander: Capt. Walter Thorpe

Description: Captain Walter Thorpe is a career officer with one thing only on his mind – climbing the ranks and getting ahead professionally. He'll screw over anyone he has to in order to do this. In a word, he is a jerk to all peers and subordinates, whom he sees only as stepping stones to professional advancement. While he is an exceptional tactician, he may recklessly volunteer his men for jobs too big for them to handle in his desire to make a splash with the top brass. His total disregard for his subordinates' needs (and sometimes lives) has earned him the nickname "Captain Ass-Hat."

Traits/Stats: Personality: Unsupportive (generally unpopular; -1 to campaign progress rolls; -2 DRM); Motivation/Interest: Position (promotion/furthering his career); Combat Temperament: Bold (+1 DRM); Combat Leadership: Exceptional (Level IV) (+2 DRM); Background: Average

Cumulative DRM: +1 to US reserve cards and to AFV move/fire cards played.

______________________________


1st Platoon Leader: Lt. Lewis Grover

Description: Grover rose from the ranks. Due to the circumstances of his rise to platoon command, he hates Captain Thorpe. Grover became a lieutenant and platoon leader the day after Thorpe sent the first platoon on one of his rashly bold career-advancing attacks while Grover was just a sergeant. The platoon lost its leader, and Grover lost a lot of good friends that day. He blames Thorpe for their deaths, and will look for any way possible to bring down the Captain in the eyes of the higher echelon commanders. His hatred burns so hot that he often cannot help grinding his teeth in the Captain's presence. Consequently some of his men call him "Grinder."

Traits/Stats: Personality: Cheap; Motivation/Interest: Revenge; bears a grudge against Capt. Thorpe; Combat Temperament: Bold (+1 DRM); Combat Leadership: Rookie (Level I) (-1 DRM); Background: Up from the ranks

Cumulative DRM: +/- 0

______________________________


2nd Platoon Leader: Lt.Todd Benedetto

Description: Lieutentant Benedetto is a socially meek fellow, who turns a little too often to alcohol to bolster his confidence. In combat, he is a more than competent platoon leader – when he is sober. But when going into combat under the influence, he becomes a loose cannon. His decrease in judgment is not offset by his increased boldness. So far, no combat deaths are attributed to his drinking, and some of the more "macho" men in his platoon even prefer going into battle with him in that condition, as they equate (quite mistakenly) his socially quiet demeanor as "cowardice" and believe (quite wrongly) that sober he is more likely to get them killed in combat. Other men are worried about it though, and his drinking has earned him the nickname of "Lieutenant Beercan."

Traits/Stats: Personality: Meek; Motivation/Interest: Alcohol, loose cannon when drunk (2-in-6 chance each day); Combat Temperament: Even (when sober)/Reckless (when drunk; red/black cards are interchangeable); Combat Leadership: Poor Level 0 (when drunk; -3 DRM) / Above Avg (Level III) (when sober +1 DRM); Background: Average

Cumulative DRM: +1 sober /-3 drunk (red/black cards interchangeable)

______________________________


3rd Platoon Leader: Lt. Howard Pickard

Description: Lietenant Pickard is a morose individual, whose eternal frown has earned him the nickname "Pouty-Puss Pickard." A moderately competent commander, the only notable thing about him at all, besides his glum personality, is his keen interest in making a buck, by any means he can shy of actually breaking regulations (though he's not afraid to bend them a little). There is sometimes a bit of tension between Pickard and Lt. Grover, as the latter, somewhat of a skinflint, not only refuses to invest in Pickard's high-risk get-rich-quick schemes, but quite often discourages others from doing so as well.

Traits/Stats: Personality: Glum; Motivation/Interest: Wealth; will seek out money by any legal means; Combat Temperament: Even; Combat Leadership: Average (Level II); Background: Average

Cumulative DRM: +/- 0

Saturday, October 29, 2011

Paper Tigers and Platoon Forward: Solo Game Month Prep

As November moves closer, and the academic term drains more and more energy from me, I've decided in the end to go with the simpler Paper Tigers combat rules to complement my use of Platoon Forward for a solo gaming month WWII campaign. Since Paper Tigers doesn't have personality rules – which is what Platoon Forward is all about – I've decided to make the various personality traits of the different officers affect their card use. Over the last week or so, I've made a few tweaks to the Paper Tiger rules to allow for officers (for the player force), enemy action protocols, and random events. The campaign I'll start playing in November will be a testing ground for these solo home-brew additions. They're very much a work in progress, but I figured I'd throw them out there for public viewing anyway (see below).

Some Armourfast Panzer IV's I managed to build and paint this week.

Bard's Home-Brew Solo Modifications to Paper Tigers for use with Platoon Forward

Officers: Only the player's force has officers with any game effect (the enemy may have officers just for show). Each player controlled officer has a modifier. The company commander modifier applies to dice rolls for cards played on AFVs or played from the reserve. The platoon commander modifiers apply to dice rolls for cards played on group actions for their respective platoons. Commanders can be shot at by enemy troops if they are a valid target (see below). If a platoon commander is eliminated, all undamaged squads in his platoon become damaged, and all damaged squads are eliminated. If the company commander is eliminated, all reserve cards for that turn are immediately eliminated. Enemy officer figures can be placed on the table just for appearance (optional). Enemy platoon commanders are "eliminated" when the last squad in their platoon is eliminated. The enemy company commander is eliminated when the last enemy unit is eliminated.

Player Force Organization: The player's infantry are organized into platoons of three squads plus one platoon leader each at the start of the game. AFVs act as individuals. The company commander can be placed anywhere within 12" of any player unit. Member squads and the leader of a given platoon must stay within one squad-base-width of each other at all times. If a "middle" squad of a platoon is eliminated, the two "flank" squads are immediately shifted inward.until they meet the distance restriction.

Enemy Force Organization: The enemy's infantry and AFVs are organized in the same way as the player's forces, with the exception that enemy officers are just for show.

Player Card Distribution and Play: The player rolls for and places his cards prior to rolling for and placing enemy cards. Placement is as normal with the following exceptions: 1) reserve cards are never revealed until they are played; 2) reserve cards are only used for recovery; 3) reserve cards do not carry over from turn to turn – if unused at turn end, they are discarded; 4) cards for actions are assigned only to infantry platoons or individual AFVs; never to individual squads and never to AFV groups.

Enemy Card Distribution and Play: roll two dice (as normal); the cards for the higher die are used for shoot/move actions this turn; the cards for the lower die are put in reserve. Cards are assigned to infantry platoons or individual AFVs. Distribute cards one at a time to each unit (infantry platoon/individual AFV); if there are not enough cards for all units, begin with those units nearest to player-controlled units and work your way out by increasing distance. If there are more cards than units, begin giving enemy units a second card, again using the same protocol. If every enemy unit has two cards and you still have cards left over, these excess cards get shifted into the enemy reserve as well, though the reserve may not exceed a total of 6 cards. This same protocol also is used to distribute reserve cards to units that need to recover later in the turn. As with player reserve cards, enemy reserve cards are only used to recover, and any unused reserve cards are simply discarded at the end of the turn.

Turning Over Cards: Once all cards are placed, turn over all in play cards for your units and your adversary's units (all reserve cards for both sides remain hidden). Play proceeds from the highest to the lowest initiative card as in normal play, however all ties are resolved differently from the regular rules. When a player card and an enemy card are of the same initiative value, the enemy always gets to act first.

Enemy Actions: When it is the solo adversary's turn to perform an action, the unit in question will always act according to the following priorities:

1) Shoot at the nearest valid player unit (see below) if one is in range
2) Movement (by type and circumstance – 2a-2c)
2a) Infantry with no shot, but able to move to cover: move to the nearest cover that would bring the unit closer to having a shot at a player unit.
2b) Infantry with no shot, and unable to move to cover; roll a die. 1-2 = move as far as possible toward the nearest cover that would bring the unit closer to having a shot at a player unit. 3-6 = Hold ground if currently in cover (if not in cover treat as "1-2").
2c) AFV: roll a die. 1-3 move toward the nearest position allowing a shot at a player AFV (if no player AFVs are on the table, treat as "4-6" result); 4-6 move toward the nearest position allowing a shot at any player unit.

Valid Targets – Shooting Action Restrictions (For Player and Enemy): A shooting AFV MUST always target the nearest opposing AFV in range if any; otherwise it must target the nearest opposing infantry. A shooting infantry squad MUST always target the nearest opposing enemy unit regardless of type.

Movement Action Restrictions (For Player and Enemy): For both sides, move infantry platoons as a single entity (a single dice roll for all squads and the leader in the platoon). Move AFVs individually.

Infantry AT Weapons: All squads are assumed to be armed with infantry AT weapons with a range of only 6".

Random Events: Random events occur every time an ACE is turned over in the game. The event occurs immediately as soon as the card is turned over. One random event is rolled for each ace turned up, even if in the same turn. Roll a die and apply the results.

1. Enemy Artillery Support: Draw a card. Select one player-controlled infantry platoon at random. Make an attack with that card against each squad in the platoon, and against the leader.
2. Enemy AT Ambush: A small hidden enemy team ambushes one random player-controlled AFV. Draw a card, and make an attack against the randomly selected AFV. The enemy ambush team then slips away. Ignore this result if the player has no AFVs remaining.
3. Enemy Sniper: Select one player-controlled leader at random. Draw a card. Make an attack against the leader – a successful attack automatically kills the leader (no "damage").
4. Enemy Reinforcement: Roll a d6. The enemy receives the following reinforcements who enter in the center of any random table edge other than that belonging to the player.
     1-3: d6 infantry squads (maxing out when enemy force pool available is exhausted)
     4-5: 1 AFV + d3 squads (maxing out when enemy force pool available is exhausted)
     6: d3 AFVs (maxing out when enemy force pool available is exhausted)
5. Mines: Select the undamaged player squad located nearest an enemy unit. That squad has triggered a mine (or mines) and is instantly switched to "damaged" status.
6. Mechanical Breakdown: Select one player-controlled AFV at random. That AFV is switched to "damaged" status. If already damaged, that vehicle is destroyed (irreparable). If the player has no AFVs remaining, ignore this result.

Sunday, October 9, 2011

Terrain Matters and a New Tank

This weekend's hobby time was devoted mostly to some terrain matters. First off, I cut down to size the large piece of felt I had found to cover my entire 6' x 4' table.


I say, "cut down" because I intentionally purchased a piece that was about double the size of my table, so that I could use the excess to make tree skirts.


I'd been bothered for a while about how the color of my tree bases don't quite match my felt. Then it occurred to me that I could use excess felt of the same color to make tree skirts (like with a Christmas tree).


Like any other terrain base, if the model is on the tree skirt, it's considered to be in the cover of the trees.

While I was at it, I took the time to cut some gray felt to make roads and paved areas for buildings. Just as with the tree skirts, the paved areas will act as an abstract way to show that a unit is in the building.


Finally, just because I was in the mood, I put together and painted a Sherman tank by Armourfast.

Monday, September 19, 2011

A Little Bit of Focus Pays Off

Despite a hectic start to the academic year, I finally got focused and finished painting the rifle platoons for my U.S. infantry company. Well, okay, they still need a protective clear overcoat, so they're technically not completely finished, but all the real work is done.


So now I need to turn my attention to a few HMG and mortar stands, and then I should have two full opposing infantry companies for Crossfire.


After that I can start thinking about some of the Armourfast tanks I have sitting on my to-do pile.

Wednesday, September 7, 2011

1950's War Movie Style

Just ran this blog through one of those sites that gives you a "movie rating" and I got this:


The evaluation said "No bad words were found." I feel like my blog is one of those 1950's war movies, where none of the soldiers swears. You know, Leave it to Beaver goes to war. "Gosh, fellas! Why, if we don't take out that pillbox, they'll nail our pals for sure."

Sunday, September 4, 2011

German Infantry Company – Rifle Platoons Completed

I finally got focused and back on track, finishing the rifle platoons for my German infantry company, along with the company and platoon commanders. I still have to do the support elements (two HMGs and one 50mm mortar).


Ten of the figures in the photo were completed previously (from before I had decided to do a one-stand-equals-one-squad game), and so they needed to be rebased.

Trying to keep organized and on task, my to-do list for this project now looks like this:

1. Finish the rifle squads for my American company (just to paint with some different colors!)
2. Paint and base the MGs and mortars for each group
3. Work on some additional terrain pieces (Crossfire, of course, requires a lot of these)
4. Build and paint a few tank models I have currently have sitting on the pile

By far item #1 will be the most time consuming, and if I can get that done, say, in the next two weeks, I think I should have no problem getting my Platoon Forward + Crossfire solo campaign ready by the start of "Solo Gaming Month" this November.

Edit: I should have mentioned, for anyone interested, you can find info on solo gaming month here:

http://solonexus.blogspot.com/2011/05/commit-to-solo-tabletop-gaming.html 

Sunday, August 21, 2011

Crossfire

Though I have not posted for a while (the usual suspects – work, home repairs, painting fantasy minis and writing on my other blog, etc. – and a not-so-usual suspect – starting play in a pbp Labyrinth Lord game), I have been moving forward with some items related to my WWII project (lots of stuff in progress, nothing finished, rather unusual for me).


"I do one thing at a time, I do it very well, and then I move on."
– Major Charles Emerson Winchester III, 4077 M.A.S.H.

Normally my mantra, but that's definitely not me at the moment.

First, I picked up a copy of the Crossfire rules, read them through, and loved what I saw. So I think these are going to be what I use to couple with the Platoon Forward solo campaign rules.


I've played Red Poppy/White Feather which works on a similar principle, and Crossfire looks even better to me. I have also decided that I want to go with a game where one stand equals one squad. So once I give Crossfire a play test, even if it doesn't work on the table as well as it looks on paper, I can still go with the simpler, more abstract Paper Tigers, my second choice, which uses one stand equals one squad and which I know from experience gives a fun game.

Second, I've primed and started painting more infantry (German at the moment), and hopefully I will soon have a full company of leg infantry ready to go.

Third, I've finally found a piece of felt of the right color that will cover my entire 6' x 4' table (until now I'd only found 6' x 3'). I've also got some additional materials for terrain (of which I will need lots for Crossfire).

Finally, I've gotten the wooden bases I'll need (I'm using 1.5" square bases for my infantry squads) and they're primed camo green and ready for mounting and flocking.

Now the key will be to get focused once again – the plan is to get that German infantry done before tackling anything else.

"I do one thing at a time... I do one thing at a time... I do one thing at a time..."

Two Up, One Back

"The dominant (though not the only) tactical formation for the infantry in both attack and defense remained 'two up, one back.' This was a product of the triangular organization that the infantry used from platoon to division level. Triangular units had three main 'maneuver' elements (weapons units did not count as 'maneuver' elements). Rifle platoons had three squads; rifle companies three rifle platoons; battalions, three rifle companies; and so forth. This encouraged commanders to place two of their maneuver units forward while keeping back the third so that it could relieve or reinforce a frontline unit."

--John Sayen, U.S. Army Infantry Divisions 1944-45 (28)