Monday, December 23, 2019

Latest WWII Rules: Up the Blue! and OHW scenario #17

Well, I suppose you're all off to play "Up the Blue!" eh?
https://y.yarn.co/f7361559-904d-4435-89bc-55ed94b25a7e_screenshot.jpg

Well, it's been loads of work I never thought I'd do when I decided to flesh out Neil Thomas' "One-Hour Wargames" WWII rules - which were probably the sparsest feeling of the bunch. But I think it has been worth it. I've probably learned more about wargaming in the last few years since I bought that dang book than in the previous 35 put together.

Starting goals were to put in all the essentials that are always left out of all the OHW rules, like Line of Sight, summarized here [CLICK] for convenience.  You can't play the game easily without these mechanics: you will either have to argue about them every game, or, if you are a very British gentleman, discuss to satisfaction or roll-off!

I also wanted to reduce the "gameyness" that is inevitable when players have total control of all Units at all times, and a 1,000 foot high vantage point of the battle. Great example is that you shoot at a unit that is almost dead, but you roll badly. You want this unit dead! You shoot another unit at it, and continue until it is dead. This Total Firepower Control is not seen until the modern era. 

This project began with wanting to address these key issues, but eventually expanded into additional mechanics that added a lot more realism and challenge at a modest cost in additional complexity.

This draft is dated December 7th, 2019, and I hope they will NOT live in infamy! They have been playtested, tweaked and re-drafted like crazy, with long-time gamers, newbies and incounted solo outings - since they play so quick, even a game taking notes and photos ends in under two hours.

The full design goals :
  1. play out in under an hour with familiar players.
  2. put the mission and tactics first, gear and game mechanics second.
  3. present players with realistic choices for a company commander.
  4. allow platoons to make some targeting and survival decisions on their own, regardless of player desires.
  5. the better player should win 3-4 of every 5 games; if player skill is equal, the dice will decide.
  6. speculative and test range qualities of military gear get tossed; gear plays as doctrine, training and history reveal.
  7. game mechanics are traditional; it's the combination that produces the right flow and feel.
  8. new players with game experience quickly understand the game mechanics and principles, but there's plenty of nuance for experienced gamers.
  9. all of which needs to be strongly shaped by history, lest we inadvertently find ourselves playing a fantasy game!
Well, let's see how well these goals were met. And if you would like to test for yourself, contact my hotmail, brasidas19003.

One-Hour Wargames Scenario #17 
Red Italians run into the Blue British in the desert during Operation Crusader, fall of 1941. They want to use a low rise as a point of observation and move to seize it, but find themselves opposed; they call for reinforcements and the situation escalates. 

Each deploys one platoon on table 6" in from their base line, Red first on North side, followed by Blue in the South.

Red gets the first Player Turn.

Each side gets one reinforcing platoon entering at their base line on the roll of 4+ each turn - players are free to pick, it seems [but it would be interesting to roll random, or write ahead of time, eh?]. 

Winner must be in exclusive possession of the hill by Turn 15.

Forces available
Italians: Compagnia Bersaglieri, Regulars
3 Infantry platoons, Bersaglieri
2 Tank platoons, M13/40 Carri - Veterans
1 ATG platoon, 47mm elefante

British: Armoured Squadron, Regulars
1 Motor Infantry Platoon, Rifle Brigade
4 Tank platoons, Crusader Troops
1 Mortar platoon, Close Support Crusader. This small platoon has two tanks with 3" howitzers instead of tank guns, and the 2iC crusader tank. Accordingly, it fires as a field mortar.

It should be noted that this is the FIFTH time I've played the scenario with the same forces - I tried various opening deployments and plans for both sides and with very different mid-games being the result:
- Turns 1-5 are focused on gaining a position advantage. This is usually focused on fire lanes around the hill, and more intensely on occupying your side of the hill with a big ?? about holding a position on the hill crest; while the crest allows you to see into the oppositions entire rear, they can all see you and you tend to become a Fire magnet!
- Turns 6-10 there's loads of fighting; trying to concentrate firepower, eliminate a couple Units, set up for end game.
- Turns 11-15 are focused upon a bloody confrontation at the hill, since the dance clock is running out. 

Below, is the end result couple games ago:
Note: large base to right is just on the table for a bit of color. At center upon the objective is an Italian infantry platoon dug in on far side, with hull-down British crusaders on the near side, both somewhat battered at this point. It was a draw as both are upon the hill.

Below, end of last game: Italians mob the hill with infantry and drive the Crusader troops back or destroy them. BUT, a last-minute end run with the final Crud platoon was made possible when it rolled an '11' for 16" of movement, so...what the heck, they dashed onto the hill. Italians then missed loads of dice to destroy them needing only ONE HIT! so they ended up with a draw.


Considering the available forces, I again chose to deploy Italian ATGs first. In a shoot-out with tanks, they inflict hits at a 2-1 ratio if Dug-in and will dominate the table out to their 24" range and the hill crest. If moved against, they will also get the first shot if they are Ready [having saved their Action from their turn]. 

Given the scenario description, I decide they have been hastily unlimbered by their trucks upon sighting the British armor approaching, and are neither Dug-in, nor Ready. I deploy them in a wide line to minimize the possibility of being successfully smoked by the British Mortars.
The British oppose them with their Mortars, the CS Support Crusaders. They are mobile and can begin shelling the ATGs beyond their 24" range, firing to 48" [the entire table and more]. It won't be decisive if the ATGs Dig-in since Field Mortars merely harass but can't destroy a Dug-in Unit. Still it challenges them the best way possible. The other choice was actually the Rifles platoon - they need the time to get to the hill, Dig-in, and hold it. However,  they are outranged by the ATGs and Tanks, and Tanks are more mobile; I didn't want to lose my only infantry if the Cruds showed up late.

Turn 1. At start, Italians get IN and are presently outranged by the CS Cruds who can inflict slow but steady damage upon them. The ATGs can't hurt them unless they drag their Portable guns closer...

Which they do...but only roll 2" for movement, dangit! The cruds easily hit twice, which is both their Fire dice. Both fail to roll high enough for reinforcements.



Turn 2 [ignore what the dice say...] Italians get a Carri platoon which rolls a 9" Maneuver Move while losing some inches as they are "Slow" tanks. The ATGs move within 24" of the CS Cruds while taking another two hits, four total. Brits also get reinforced, their Cruds shelter from the ATGs behind the hill but threaten the Carri. Still, the Italians have an advantage.


Turn 3, Italians retain IN. They Dig-in the ATGs, and put some Hits on the Cruds, but get slammed in return, taking a Permanent Hit from the Cruds and one quite fortunate Hit from the CS Cruds 3" howitzer. This really throws a wrench into the Italian plans to develop the battle...


Turn 4, Italians keep IN. They get reinforced, and I chose another Carri platoon as the first was getting beat up! They speed onto the table while the other Carri Rally off a Hit, failing their Quality Test for the second Hit.The ATGs rallied off a couple Hits, getting one freebie and passing a check for the other. At 4+ Hits, Units count as Suppressed and must check Quality to see I f they are free to act. If they fail, they have to Rally or Dig-in as the platoon struggles for survival on the modern battlefield. British also get no reinforcements but destroy the rallying Carri platoon with help from the CS Cruds. Definitely takes some pressure off.



Turn 4 redux [I forgot to turn over the turn dice!]. Italians get no reinforcements but retain IN. Their ATGs strike hard at the CS Cruds, inflicting a Permanent Hit supported by two more from the Carri, for 5 Hits. In return, the Cruds hit like snipers 3/3 damaging another Carri platoon while the Motor Infantry race onto the board in their carriers [these count as a transport upgrade for the Unit, and will be removed as soon as the passengers dismount].


Turn 5. Italians fire with modest results - ATGs missed completely. Brits move the CS Cruds left to preserve them as the Motor Platoon advances to the objective.



Turn 6. The Brits seize the IN from the Italians, beating their roll by 3. They can take it or conceded to them, but choose to take it and the first Player Turn. Effectively, they get two Player Turns in a row. May seem extreme to some, but as this is a fairly attritional combat system, with opportunities to rally, it mostly forces a change of plans to the other side. Here, it helps the Brits re-position but not much else.



Brit Fire is weak, but they bring on a reinforcing Crud Troop and dismount their Motor Platoon on the objective. It is looking good - they've massed firepower in the tank contest, and their only infantry are just where they need to be!
Italians rally their Carri, inflict a Hit on the Motor Infantry with the ATGs and dash their reinforcing Bersaglieri to the objective, hoping to contest it before the Brits are Dug-in.

Turn 7. A Respite occurs as the modified IN roll-off was a tie. Every Unit may Dig-in or Rally. Carri and ATGs rally for Italians, British CS and Cruds all also pass Rally tests, while the Motor Platoon Digs-in on the objective. The turn then ends as the Soldiers all catch a breather. Brits make tea.

Turn 8. No one has IN after a Respite, and you can't have two in a row. Italians edge out Brits and take IN back. They dismount their infantry and advance, get a reinforcing infantry, and lay down some Fire, pressuring the near Crud troop.



British Turn 8 starts poorly as they fail reinforcement roll and bolo their tank fire. The CS Cruds are stable thanks to the Respite so they advance to the hill. The Motor Platoon rolls 3/3 Hits and gives a Permanent Hit to the Bersaglieri advancing upon them! Sort of makes up for the Crud problem since they are at the objective.

 

Turn 9. Italians keep IN, advance more infantry onto table and at the objective while Digging-in the hurt platoon. Carri wipe out the near Cruds facing them while the ATGs hit 2/2. Overall, a solid turn that really helped them out.
Brits also reinforce, bringing Crud Troop on table. They shift CS Cruds left, not wanting them to crest the hill and get destroyed - they'd be Hull Down, but there's a lot of Italian Fire power over that crest!

Turn 10. Speaking of Italian Firepower... they wipe out the Motor Platoon! This shows the danger of cresting that hill! They retreat the Carri hoping to Rally them later. The new Crud Troop is too much Fire for them and their ATGs will make the Cruds think twice about advancing into LoS.
Brits get final reinforcing Crud Troop. All Cruds advance - Tally Ho and away we go!
 
Turn 11. Italians keep IN, and seize the hill with two Infantry platoons - who take the crest position! Optimistic or foolish? We'll see! Their ATGs go "Ready" which is basically an overwatch mechanic - it allows them to Fire in the opposing Action Phase. They now have three Infantry platoons on or near the objective, with Tanks and ATGs supporting, albeit not all in good shape. Has the tide turned??
Brits advance all Cruds forward, and into Close Range of the Italian infantry on the hill crest! They also shell them with the CS Cruds. But will it be enough to challenge their position? The Italian ATGs take their "Ready" Fire and put two Hits onto the closer Crud troop.



Turn 12. Maneuvering is over, and everyone settles in for a knife fight! Italians dig-in or take shots. Their Infantry on the hill punish the Crud platoon for getting too close, putting 5 Hits upon it. In return, they lose the Carri platoon to long range fire from the right flank Cruds.



Turn 13...another Respite.

Brits miss both Quality rolls for an additional Hit to rally off, so settle for modest Hit reductions. Italians are looking strong.



Turn 14. Italians seize IN...again.

Still, one can always roll like this! No Hits on Cruds during the Italian Close range shooting phase.  Instead of giving a bonus for Close Range shooting, I make it a distinct, free-Fire Phase. It has interesting tactical effects while keeping the Fire mechanics simpler. As you can then Fire during the Action Phase, it is essentially twice as effective if you choose to Fire again, but gives more options than just Firing as you could Rally, Dig-in, Move, etc, instead of Firing.


During their Action Phase, one Bersaglieri miss extraordinarily, while the other rolls perfectly, not only inflicting another Permanent Hit but... 


...putting the Cruds to 7 Hits and destroyed.

We should call that "the hill crest of death"!

Turn 14. As the clock runs out, the Italians inflict some punishing Fire upon the Brits, removing one Crud Troop, pushing a second to 5/7 Hits, and holding out fairly well. The Brits push the CS Cruds into "touch" to gain a dice and put a hit onto one Infantry platoon. They also put some Hits onto the ATGs, but not enought to threaten their destruction.

Turn 14...redux. Yes, I failed to turn over the dice. This is actually turn 16 or so...Italian Infantry drive off the CS cruds, the ATGs a Crud platoon, there will soon be little left to challenge them at this rate.

Turn "15" ish. Well, the Italians cleared the area around them of Perfidious Albions, and there's no way for them to be challenged. The remaining Cruds roll great and threaten the ATGs with destruction, except that...the game ends.
well, really, the game ended a couple turns ago, but I finally managed to remember and record this turn! Brits have no way to move onto the hill and contest it, rolling too low to fully get on and challenge it meaningfully. Game over!


Well, twas a 17-turn game, but the result would be the same either way since the Italians have been holding the hill and dominating the Crud troops for a few turns.

Should be noted that this scrape would fight entirely different if the British had an infantry force, but I haven't quite finished painting them [altho recent progress has been made, thankfully and my painting contest CLICK will hopefully inspire all to make progress on their forces, also]. Infantry v. Infantry will develop a turn or two slower, and where to commit forces becomes the critical decisions.

Very happy with these rules!

They satisfy the original goal of fleshing out OHW WWII, but with added friction and simple mechanics, BOTH Fire and Maneuver are much more realistic. Critical to this is the mechanics for Line of Sight, scale/range, Suppression and Target Priority. These last two keep players at the Company Command level; you move and fight platoons, which obey until they are Suppressed or enemy closes in at which time they make their own decisions for Targeting, Rallying and Digging-in.

Some of you may recall that I stopped posting the rules in full around March of 2018 - the last full set was from 2016 [CLICK]. It was then I really felt that the rules had come along so well that they would be worth selling. Inspired by Mr. Nordic Weasel and his approach, I will be offering these in an inexpensive format at a cheap price at some unknown point, through some unknown medium, but likely direct or Wargamevault.com

The purpose will be to continue the final phase of development which will greatly benefit from the participation of others, and allow many new questions to be asked. So do check in and state your interest. 

Happy Christmastide and you can get start 2020 by going...Up the Blue!

Merry Christmas to you and yours!

Wednesday, November 20, 2019

Malakand Field Force prep p.6a: Painting Pathans and Brits

EDIT:
Rats, I'm so distracted sometimes, I forgot I meant to post WHY I got motivated to work on these guys. Was at a bible study and we were in Genesis and one of the participants noted that altho God created all the animals, fish, birds etc by speaking, man He sculpted from dust, and woman he sculpted from Adam's rib. This reminded me of my neglected little men, the little sculpts, and I decided I had to make some progress on them. So here we are, with the 54mm plastics back on the work bench. It's time they got some attention, even if it is not the hands of God himself. So...

Here it all 'tis, sitting under a bright IKEA table lamp which seems to wash out the daylight in the room and deepen the shadows. The water and glue are mixed in two ratios - "a bit goopy" and "thinner than that" [I hope you can follow the technical terminology at this dizzying height of the craft]. I will use the thicker mix for particularly rough or raised parts of the model, and the thinner for slighter ones, especially if I want to preserve details like on a face.


Below is a touch-up mix for a second coat - I put a few drops of Elmers and water on the tray. It was a bit thin so more drops of glue went in. You can spread the mix on the tray with a brush and add glue / water to opposite ends which is easy to track and work with quickly as you apply it.


The mix can be dabbed on thick [below] to hide areas where a mold line or rough spot is pronounced...

...it can be brushed on thick, especially over areas like swords that need extra strength [you can see where the Duplo I used for primer flaked off - but the glue mix seems to have smoothed it all out, so "successful intervention"]


Below, a few highlights of rough spots that I put glue onto attempting to smooth them out a bit. These shooters are particularly messy with mold lines.


These leader types have obvious spots that were trimmed post-priming. Hoping the glue process smooths them so they are not noticeable later, particularly during dipping.


Pooling - hard to prevent unless you lay the figures down at funny angles, but it is obvious and annoying. It will NOT look right on the fig! So you will have to work to prevent it.



Still do to:
- paint Brits and French exchange officer.
paint the pathans.
End state - 20 pathan foot, 10 British foot and 2 mounted, 1 French foot.

A few thoughts for OHSW:
Pathan swordsmen - brawlers?
Pathan snipers
Pathans - muskets mostly
low force morale [looking for easy pickings]
British - rifles, high force morale

Looking forward to this in the near future...

Monday, November 4, 2019

One-Hour Skirmish Wargames: Jungle Recon Redux!

So, the first thing to say is that the more I play this game RAW [Rules As Written] the more I realize it is among the most realistic games I've ever played. And that realism is tweakable, depending on how you view the reality of combat. This is VERY cool! This is a bold statement, perhaps, but read on.

The game and each Turn starts with an Initiative card draw, high card takes first Player Phase and the low second Player Phase. Players then continue to draw cards in this same order IGO-UGO fashion until a Joker is pulled as ANY card draw and the Tun IMMEDIATELY ends. This means you do not resolve the rest of your unspent AP, or even the shot you are in the middle of resolving.

Between this Hard Stop rule with the Jokers [there are two in each deck] and the possibility of drawing Ace [1] to King [13] for either side, and you get a pretty wild variation in Action Points [AP] which results in the turns being unpredictable and pressuring the players to prioritize their AP use for the critical Actions to achieve victory first, and the secondary goals or supporting measures second.

For example, the Japanese definitely have two key weapons in this scenario, a crew-served HMG and a Sniper [1 AP to Fire each]. The HMG draws 3 cards to shoot and can spread them over 3 figures that are close to each other. The Sniper draws 2 cards but they are both at one figure. So the Sniper has double the chance of getting a hit compared to a regular rifle [1 card] and the HMG has 3 cards and 3 potential targets. Each Japanese Player Phase therefore would start with them spending their first 2 AP on these weapons, then on the next weapons with good targets, and last on movement.

Is this realistic? Arguably yes, very much so. Not only does the HMG have a better shot for the same AP, but it has more potential targets if they opposition doesn't spread out. A few squads or a platoon are going to create an attack or a defense around their best weapons, and in the end will use them a lot more often than the bolt-action rifles both sides Soldiers have. 

Soldiers with bolt rifles tend to find their best use in closing with the enemy that has been downed by the better weapons and getting an auto-kill on them. Most of the Jap casualties occurred this way. For the Brits, most casualties were from the HMG and Sniper as inevitably some Hearts were drawn. The stream in this scenario prevented a Jap counter-attack but they might have made some good counter-attacks if it had not been there and victory conditions had been different.

Table Center. A lot of the action will be happening here. The central position of the crew-served HMG at the destroyed building combined with the slowing nature of crossing the stream [costs two moves - sounds standard BUT in this game two moves or 12" costs 4 Action Points [AP], 1 for the first 6" move and 3 for the second] provides a substantial tactical obstacle. As it should, IMHO.


Table left. This is also important, as it is quite possible to take advantage of the isolated village garrison of 3 Soldiers and wrack up a few casualties on the Japs. If they withdraw, they will have difficulty crossing the stream and will almost certainly be under enemy fire as they do so. Third option [as yet untested] is to fade back into the village out of LoS and snipe opportunistically at the advancing Brits...but it costs 2 AP to advance into LoS and shoot, and you then may be shot back at, anyway.


Turn 1 - doesn't last long. Brits get several AP and then the Japs 9 [but only 2 get used] and a Joker is pulled.


Turn 1 ends with the Brits having advanced across the stream and towards the village, but having inflicted no "Downs" on the Japs since they spent most APs on advancing, not shooting - this may be a mistake. But, my priority was to stage the Brits to move into the village and get across the stream to grenade the house. They also needed to position themselves on both the Recon Points atop the large hills.

As there are no casualties it isn't even worth drawing a Force Morale Resolution Card. I go to Casualty Resolution and draw for the guys, scuse me, "Blokes" hosed by the HMG. They draw two Hearts [Red is Dead] and a Spade [Black is Back]. Ugh! 2/3 dead but at least the Bren gunner survived.


Heckuva way to start off Turn 2 - Brits win Initiative, and draw an 'Ace=1'!


They take one shot with a Bren gunner, and...JOKER! Turn 2 ends in a nano-second. And only the Ginnies have casualties, so I draw and they easily pass with a King=13, needing a 3+. The Sakis don't have to draw at all as they've no dead. Those two dead guys are going to be a build-in suspense factor for a while!


Tactical Reflection. The position of the HMG in the destroyed house results in it dominating the center of the board. Due to its high rate of fire [3 shots] for 1 AP, it is always going to be used in a Player Phase as the first or second AP used [at least if there are targets and the Jap is thinking]. Below, we can see its ability to sweep the stream, hence the same guy going down over and over.

apologies for blurry camera...the action was pretty intense here!

Joker appears, ending Turn 3 abruptly. The Brits draw an '8' and easily pass Force Morale, while their lone casualty draws a Black and is Back...again.


Turn 4 also ends quickly, soon after the Japanese draw a Jack [=11 AP] and barely use any AP. Brits pass Force Morale with a squeek like a mouse, not a roar like a lion! Pity, the Japs had drawn 11 AP with a Jack, and only spent 1 AP!


Turn 5 starts with a Brit Queen and a priority to inflict casualties on the Japs. While they do Down one, the turn abruptly ends. The Brits pass again on a '10' needing only a 3+, but the whole effect is a bit intimidating. When will the Limey's Luck Run Out and the Sushis Win?? The lone Brit casualty survives along with his Jap opponent, both on Black = Back. Jap deck is reshuffled after running out so both Jokers are back in play...argh!


Turn 6 arrives and the Brits drawn an Ace, but the Japs do to and win Initiative anyway since Hearts beat Clubs! They then draw a '10' for AP. This could be decisive...

But the Brits weather the storm. t doesn't last long and a Joker is pulled and the Brits pass on a '3'.


Tactical Interlude. My Cpl w' Tommy Gun and Grenades manages with great effort to get within throwing distance of 9", but then is unable to hit the target for several Phases. I love the old scatter dice, so chose to use them - this is not in the rules. I felt that surely he would manage to hit 50% of the time but no...


Heading into Turn 7, the Ginnies have still not inflicted any casualties on the Sakis. This is a problem, as there's no point in even having them pull a Morale Resolution card as they cannot fail.

This turn ends immediately, as the Japs win the Initiative draw and pull a Joker. Brits pull a Queen and easily pass, still needing a 3+ to stay on the field.


Turn 8, Brits win Initiative and pull a deuce for AP. Don't spend it all in one place! I of course choose to fire a Bren and toss a grenade at the house, but to little effect.


Tactical Interlude
Below, we see the Jap HMG's other dangerous avenue of fire, thru the rock formations to the Brits in cover by the jungle in the setup area. There were four here originally, but all have moved up and now two are in front of the tree [out of the LoF of the HMG] and the other two are by the small rock and atop the recon point of the large rock formation. Still, those cost 4 AP just for the initial movements. But, they've put a lot of pressure on the Japanese in the village, Downing and killing some.


Turn 8 lasts a bit, and the Japs have finally taken some losses. Both sides easily pass their Morale and stay in the fight. There were middlin' card draws so lots of emphasis on trying to shoot Soldiers and get them Down.


In Casualty Resolution, the Brits pull three diamonds who will stay Down unless rallied by a Leader [x] and lose a Sgt as a casualty with the 2 of Hearts.


Turn 9 ends with the Brits on both Hilltop Recon Objectives, and 3-4 in losses, favoring the Japs.


Brits draw and easily pass with a '10', but the unfortunate Japs pull a 2 needing a 4+ but they've three more cards since Lt. Kancho is Leader [3]...and they pull 3-2-2, and depart the field!

Dang, that was a surprise! As the Japs retreated and the Brits secured two VP for the Recon Points and 3 for a prisoner, they easily won the scenario.

The Brits just squeaked by with two Force Morale draws of '3' needing a 3+, while the Japs folded quickly with some bad draws, sort of the equivalent of rolling a '1' on a d6 when your force may retreat, and rolling that '1' the first try.

Overall, this scenario again fought just fine, and except for the rapid turnover of Jokers in the middle of the game, it flowed by Turn [not by Player Phases] a lot like any game that uses dice-activations [DBA] instead of auto-activations [FoW].

Rules Thoughts.
1) I really like the "Diamonds are Forever" rule. It increases tension over the survival of the Down Soldiers [pinned, really] and suddenly it matters to get them Back in the Fight.
2) Begs for a "Rally" rule. Quite simply a Leader can spend an AP and rally the fig that is still Down. Or you could say that you need a 6+ draw, and Leader [x] gets 'x' cards to perform the rally on figures within 3" of him. So the heroic Leader [3] types can rally up to 3 figs depending on card draws.
3) One solution for the emotional pain of lost AP on a good card draw interrupted by a Joker would be to have a game pause for Force Morale and Casualty Adjudication then swing straight back into the interrupted Action Point that was being resolved, so that no AP draw is ever wasted.
4) It should be noted that dicing for combat is dangerous to the Game Design. It slows up the Joker pace a lot which means that players will be adjudicating Force Morale and Casualties less often. In the case of the former, the game will certainly last longer and forces will get more depleted. In the case of the latter, there is a steadily increasing likelihood that you will have all of your force Down, in which case you face being slowly wiped out in Close Combat. This may not be a problem, of course, depending on your view of combat realities and what you want in a game.

Want to play this again, but tracking more carefully the AP that are gained and spent each full game Turn.