Showing posts with label Neil Thomas. Show all posts
Showing posts with label Neil Thomas. Show all posts

Friday, June 30, 2023

Neil Thomas' "Wargaming An Introduction: WWII" Part 3

Can the CCNN Infantry hold off Ariete in a Maneuver battle?
The odds are against them, but they have 1 Million Bayonets and Ideology!

Well, the fiddling around with the "Wargaming: An Introduction - WWII" rules continues, and is reaching the final stage.  

At this point, I have cleaned up most loose asoects [terrain, transport, Line of Sight, etc] with traditional game mechanics, streamlined some of the over-engineered bits [eight different movement categories], and added rules for things that just plain weren't there [shooting at trucks, loaded or unloaded...they come with the ATGs, which is easy to overlook!]. There are actually very few real changes, and most of the additions are arguably not essential [like I put in destroying buildings...because gamers love to do it and so do I!].

But the one thing that was hardest to figure out, then alter to make it more in line with ALL modern military thinking since 1900-ish, but keep the spirit of the rules, was the Turn Sequence.

This is a largely backwards turn sequence and makes no sense to modern warfare.  Why? You ask?  It is:
  • Move
  • Shoot
  • Assault
Like a set of medieval rules, where shooting is secondary to melee / close combat / Hand-to-hand, whatever you want to call it.  

My guess is that NT kept it that way to keep it in line with the preceding several sets of rules in the book. The exception is the modern skirmish rules, placed in the British colonial period [where shooting is mostly modern] and melee is secondary:
  • Actions: Perform Move or Shoot Action, by figure, in any order.
  • Melee: Resolve hand to hand combat.
  • Morale: check morale if the force has taken enough casualties.
This sequence is great for a skirmish game, and allows shooting to occur first to prep the target for an assault, or to manuever, or whatever. But it's the exception.

Generally, from Ancients to Black Powder [ending with the ACW] the "Wargaming: an Introduction" rules are:
  • Move
  • Shoot
  • Hand to hand
  • Morale
for every period. I think NT decided to just keep this sequence for the WWII rules thinking that change was not essential.

The "Wargaming: An Introduction" WWII rules are written for a Unit = squad of infantry, one Gun, or one Vehicle / Tank.  This makes a force, typically, 1-3 platoons of infantry [9 squads of 9 figs max], up to a platoon of 4-5 tanks, up to a battery of 2-4 guns, more or less.  In essence, it is a reinforced infantry company.  

A similar level of fighting is used in a couple of other popular sets of rules. However, the game is placed one level below the very popular Unit = Platoon level of battle, personified lately by Flames of War [altho FoW uses Teams of 2-5 on a base, the basic Unit is several bases making a platoon].  Interestingly, it likely requires more figures to play than FoW altho both represent men and vehicles at 1:1 on the table! Well, unless you have cheap Russian conscript battalions running around...

In any event, definitely from WWII to today, military doctrine is solidly in the "Fire and Maneuver" camp.  You FIRE at a target until it is suppressed, then you MANEUVER against it to close in and destroy it or drive it away.  This is better expressed as "Fire THEN Maneuver" I would say, because unless you are infiltrating the enemy line, you are definitely shooting first with a carefully executed fire plan, THEN maneuvering your men and vics to outflank and overrun or destroy the defender.

If one uses a Move then Fire turn sequence, you have the plan for the player's turn backwards.  **This results in an awkward [but some might argue justified] opposing Player Turn in between your Fire then Maneuver plan.**  It looks like this:
  • [I Check Morale, I Move,] I Fire, I Resolve My Assaults
  • U Check Morale, U Move, U Fire, U Resolve Your Assaults
  • I check Morale, I Move, I Fire, I Resolve My Assaults
As can be seen, instead of "Fire then Maneuver" the sequence is:
"I Fire [U Move-Shoot-Assault] I Maneuver
which permits a generous opportunity for the defense to not just shoot back [expected] but also maneuver as rapidly in response as the Attacker in initiating the Attack.  

My biggest problems with the generous allowance of a full opposing player turn in the middle of my "Fire then Maneuver" plan are:
  1. A well-planned and executed attack has Momentum, moving faster than a *responding* defense. The attacker knows his plan, the defender doesn't.
  2. Units that Assault in the Move Phase, are in the way of friendly shooting in the shooting phase; Assaulting infantry also don't shoot. This gives a huge break to the target of an Assault!
  3. As the game allows moving and shooting, it promotes "Alpha-Strike" where an Attacker may Maneuver from out of defender's Range, into Range, then shoot first [usually with a penalty, granted] before Defenders may shoot back. This is blatantly unhistorical - the strength of the Defense is to be ready to shoot first or perhaps simultaneously.
The RAW turn sequence not only makes no sense in military planning, it makes no sense in "reality" where - generally - lurking defenders can get the first shot off.

So clearly, the turn sequence needed to be changed to a:
  • Shoot
  • Move
  • Assault
sequence, to bring us back to modern warfare. This was easier said than done, largely due to the interesting placement of Morale at the beginning of the friendly player turn. Also, there is no rally mechanic - if a Unit is Suppressed or Pinned, it automatically ends at the start of one's next Morale Check Phase

In the end, after lots of toying around to get the correct sequence with the least rule changes, I came up with:
  • Shoot [mark all hits; do not resolve them]
  • Move
  • Resolve Hits [opponent make saves, checks morale]
  • Resolve Assaults
This also had the wonderful effect of making the Maneuver part of the plan very suspenseful: you know you have inflicted some Hits on the enemy Unit, but not the final results of the Hits [No effect? Suppressed? Pinned?] until after you have Moved.  If you want to be certain you won't be shot up by the Target Unit, you have to wait a full turn to see how it goes - which gives the enemy that response time [a player turn] but you GAVE it to him as a decision, not the game! Also, it means that the effects of shooting [which affect melee values] take effect before Assaults are resolved - this also makes sense.

With this significant change to the Turn sequence, I did another playtest involving my Italians in a Blue-on-Blue training exercise: CCNN v. Ariete. I even stacked the deck in favor of Ariete by using the "Escalating Engagement" scenario, which gives both sides 9 total Units: 3 on the board at start, all remaining six arriving if successfully diced for at one per turn max. The target number for arrival gets better by '1' each turn, as well.  Anyway, it is a Maneuver Battle for 2 out of 3 Objectives.

Ariete's force below: 3 Tanks, 4 Infantry Squads [2 w' Trucks], an Armored Car [that can Spot for Artillery], one Barrage [off board Artillery] - 9 Units.

CCNN Force below: 2 Light ATGs, 1 Heavy Platoon [Mortar, HMG, ATR], 2 barrages, 4 Infantry squads = 9 Units. They have good Gun support, but this force struggles to maneuver quickly, with only the ATGs being trucked, and the trucks are quite vulnerable to shooting of any kind. So "Standard Straight-leg Light Infantry".

The board: three ridges run *almost* parallel to the line of attack for both sides. The three objectives are all at the center - you need to take two to win. CCNN at North with their three starting Units being the Heavy Platoon [scattered center and right], an ATG [on ridge], and an Infantry Squad at center in the open. They are pushing for two objectives, center [in the cornfield] and right, btw the ridges.
Ariete has chosen to start with the Armored Car [which can spot for the Barrage] at left, one Infantry Squad [center cornfield], one tank on the right. They are contesting all three objectives, and planning to use their maneuverability to seize two at an opportune time.  CCNN must commit earlier since they are slower.

Turn 2 below, at top of the pic on the ridge is an FO - I felt I had to give a free one to CCNN as I gave a bonus one to Ariete [in the Armored Car]. You can see the HMG in the woods, and the second ATG being trucked in above the woods at top right. The Ariete tank is just below it [on the objective already!] shooting it out with the ATG on the ridge, but both missing.
At center is an Ariete squad challenging the CCNN squad on the center objective.  At bottom right an Ariete squad is entering the board, out of Line of Sight or Range of the CCNN.  But they can move onto the dune at left any time, which will slow them and give them Cover.

Below, the battlefield center has excellent CCNN coverage: an ATG atop the ridge, an FO observing left of it, and below and left an ATR in the woods, behind which is a mortar. The CCNN squad got onto the objective first, and is lurking in the cornfield for the Ariete squad that has been picking its way through the brush.
Just visible at the bottom is the Ariete armored car observing the Center. While it could call artillery on the CCNN squad at the center objective, the decision was to knock out the ATG first, which shouldn't be too hard...SHOULDN'T BE...

The CCNN decide not to wait for Ariete, and Assault them in the cornfield! With 9 figures and a '4' rolled as multiplier [black die], v, 8 figs and a '3' multiplier [red die], the CCNN win the melee! Ariete lose 4 figs and become Suppressed between the two fields.

By Turn 5, Ariete is suffering from slow reinforcements. The CCNN ATR is sneaking across the open to get onto the ridge and harass the Armored Car. A CCNN Squad has arrived at top left and will contest the objective between it and the Armored Car, using the woods. I felt like the CCNN had to at least threaten it...
Ariete did get a trucked squad which is making its way to support the Armored Car in holding the left objective. As it is near the ridge [which provides Cover to infantry] this development favors Ariete overall.

Direct Fire from the Armored Car has suppressed the center CCNN squad, and caused two casualties. The AC is also calling artillery fire onto the ATG, but has been completely unable to get rounds on the Target!  The ATGs truck is on standby in case the fire gets too intense, and they have to bug out.
The Ariete squad - now a team of 4 with LMG, is hiding in the cornfield, getting shelled by the CCNN battery.

Meanwhile, Turn 5 on the right... CCNN has had good reinforcement rolls - a squad, an ATG and the HMG are contesting the right objective with Fire. The ATG knocks out the Tank! The Ariete squad had to advance in cover, slower, due to the HMG fire they were receiving. There's a lot of CCNN firepower over there...
...but is there enough for the squad to actually seize the objective? They're game to find out!  The ATG and HMG suppress the Ariete squad despite their Cover.
...even with 50% shooting, the Suppressed squad manages 2 Hits, suppressing the CCNN squad in turn, and causing one casualty.
And another Ariete Tank is arriving!

By Turn 7, another Ariete tank has also arrived at center - and is promptly knocked out by the ATG on the ridge!  It was never destroyed by Ariete artillery...

By Turn 8, the other ATG knocked out the third Ariete tank!  This is the problem with the inadequate artillery support - the ATGs are a real threat. They are also rolling hot dice!
Ariete squad has lost 3 casualties.

Meanwhile, far left, the CCNN squad has established a Base of Fire in the woods, and is slugging it out with the Ariete squad on the ridge. They succeed in Pinning them!  The armored car continues to be a menace, calling down artillery and using direct fire to some effect. However, the ATR has been brought into play!
The Armored Car responds to this threat [noted by the sound of a BB hitting a tin roof] by switching from the CCNN squad on the objective to the ATR, without Hits.

Turn 8, right flank.  The CCNN squad has lost 6/9 as casualties, and is just hanging on, Suppressed, as the Ariete squad rolls well and tears them up.

At center, Turn 10, the CCNN advance and Assault the weak Ariete squad to secure the objective completely. Only one man survives from the Ariete squad!

On the right, the HMG advanced from the woods onto the objective, and along with artillery fire, the CCNN squad, and an ATG, blasts the Ariete squad off the ridge - objective no longer contested!
But...a trucked Ariete squad is arriving on the right even now...

CCNN squad at center wipes out last man from Ariete - Center objective uncontested!
 
On the left, the CCNN are going back and forth from the woods against the left objective and the Ariete squad contesting it. They attempt to advance a squad out of the woods, but it gets hammered and Pinned. The other squad is Suppressed! But now all the CCNN Artillery is coming down on the lone Ariete squad.

On the right, the ATG mounts up to help the fight at center.
While on the left, the ATR finally knocks out the Armored Car!
The barrages haven't been that effective, but the Ariete squad has lost 3/8.

Ariete withdraws.  They will undoubtedly lose even the last objective on the left, and do not have enough combat power to contest anything.

Ariete took some bad blows when the CCNN ATGs got some quick kills on the tanks, even as the tanks were getting close enough to hit the ATGs themselves.  In the Tank v. ATG duel, the odds are pretty equal, perhaps favoring the ATG a bit since a Tank is destroyed on a 5+, while an ATG saves on a 2+.  Also, Tanks can be Bailed.

The new Turn sequence worked PERFECTLY! There was only one small change needed, and the playtest not only played smoothly and made sense, but had great feel for the decisions each commander had to make with the limited resources that were trickling in. A great scenario as long as you don't mind some unpredictability in building up your forces at the start.

I likely made some errors in not massing the Ariete Tanks patiently in one sector, but I really thought that the Artillery would knock out the center ATG in a timely fashion.  The CCNN barrages were not very effective, partially due to the mobile nature of the fight, and partly due to bad dice.

Definitely pleased with how this played out, and will need a playtester for the next round of trials.

Sunday, May 7, 2023

Neil Thomas' "Wargaming An Introduction: WWII" Part 2

Straight from the book, the two forces have 9 Units each, arriving on a scale of escalating likelihood, but no more than 1 Unit a turn...
 The Bersaglieri Force, above
1 Barrage, FO, FO in Armored Transport [no weapons]
4 x Infantry Squads, 6 Rifles, 1 LMG, 1 SMG, 2 w' Trucks
1 M13/49 Light Tank w' Leader [can be an FO]
3 M13/49 Light Tanks


The CCNN force, above and below:
4 x Infantry Squads, 8 Rifles, 1 SMG
Heavy Weapons Platoon [elements]: ATR, HMG, Mortar
2 x 47mm man-portable ATG "Elefante"
a Leader
a Hero - uncertain what he will do, really!
2 Barrages, each with an FO


The Objectives:
Knocked-out Semovente with medic and nun.

Bersaglieri Forward Observation Post w' wire radio and bicycle

Locals complaining to Capitano re: stolen sheep... 

In the roll-off, the Bersaglieri pick three of nine units and set up first.  They chose to base their operations off of the objective that was just inside their deployment zone, and there readied a tank, a squad, and a barrage [via the FO].
Note that the gun is not on the table, just "represents"

They are faced off by the CNN, who choose to deploy their Heavy Weapons Platoon elements, an Infantry squad, and an ATG.
Behind central objective - the one most likely to be contested - is an Infantry Squad, the HMG, the ATG, and on the next hill over the Leader.
Mortar is in the far woods - has some LoS over the battlefield, and the Leader can call in fire as well.
ATR in the woods next to the hill.

Bersaglieri roll for first Player Turn.  They kick off and begin enveloping the left of the hill.  The FO in the armored car will get visibility of the enemy hiding behind the hill, and drop Field Gun Barrages upon them, while the Tank and Infantry engage them frontally, making no place safe!
Meanwhile, the CCNN have received their second ATG as a reinforcement [Embarked on truck]. Closeup of the FO dodging the ATR in the woods, leaving it to the tank!

Unfortunately, sometimes when you think you are going to be a very clever gamesman, you forget the scenario or the rules!  Reinforcements arrive any where on their baseline, and CCNN chooses an Infantry Squad which immediately Assaults the FO!  They roll the needed '6' twice and smoke him.
Meanwhile, the Tank drives into the woods and Alpha-Strikes the ATR, which rolls an unfortunate '1' for a save and is destroyed!

By turn 5, the CCNN hold the hill solidly with an ATG and HMG. The last objective is on the hill, so the question is about that FO post in the middle of the battle...
Bersaglieri bring in their Leader and a Squad, but the squad is plastered by artillery and HMG Fire, and loses 5 figs of 8!

The Tank pushes on thru the woods, and pins a reinforcing squad, while the FO's AC burns. But hastening to the site is another CCNN squad!

On Bersaglieri Turn 7, they take out both the ATG and the HMG, which have been heroically punishing their advance.

In return, the CCNN are laying Barrages upon the advancing Bersaglieri Infantry, while chasing the Tanks away from the hill.
The Bersaglieri Leader, acting as an FO, is killed!

A horde of CCNN wave assault the hill crest, where two light tanks lurk...
Crying "Avanti! Avanti!" they destroy two tanks!

The battle has slowed somewhat - both sides have taken losses, and are trying to push onto the center objective.
A lone tank tries to sneak away with an objective!

The Bersaglieri Infantry are getting nowhere.

On the right, the tank must abort it's flank assault on the hill as Infantry arrive to harass it.
An Infantry that tried to sneak around the woods was plastered with Barrages, losing half.

Below, the last ATG holds off the tanks at range, with infantry close by supporting it.  It manages to knock out a tank at 500 yards!  This gives the other something to think about...

The right tank is retreating from the pass, leaving the objective behind for the CCNN Infantry, but it does manage to put some casualties on it and pin them!
Meanwhile, another Bersaglieri squad tries to rally in the woods.  They are still nearly at 50%, not quite lethal...

At this point, with two tanks and nearly zero infantry to support them, the Bersaglieri had to concede the game.  Their FO's were both killed so their barrage wasn't firing at all, and the tanks are too vulnerable to Infantry up close.

Overall, a very exciting escalation scenario!

The main lessons learned are that Infantry are vulnerable to barrages, and tanks to ATGs.  A combo of Infantry, HMG and ATG is tough to break up without effective Barrages to knock out either the HMG or the ATG.

The game played quite smoothly, and my main point for the rules is that I am going to make the Infantry save better, but the Morale worse, so that Infantry survive 17% more, but are 17% more likely to be Suppressed or Pinned.  That's the way I see it from history, so I prefer it that way.

The Tanks and ATGs are fine, the Barrages a bit too frequent - perhaps they should only be allowed to Fire every other turn?  They are also very responsive to battlefield situations, which is not accurate.  The relatively open desert is a great place for them to limit Infantry, and with an on-table mortar and two Barrages, the CCNN was able to prevent any effective use for Infantry while the mistaken advance by the tanks resulted in losing half of them.

Another exciting game of this old-school rule set!

Wednesday, May 3, 2023

Neil Thomas Wargaming An Introduction: WWII Returns!

"Putting the Fun back into WWII Gaming!"

"Sound Officer's Call" Steve used his executive authority to summon me to his game bunker for another round of work with the brillient "Wargaming: An Introduction" WWII rules. These rules have always been a darling for us as they achieve that which from today's vantage point seems impossible:

1) They create a strong, cinama-graphic narrative using 1:1 skirmish level representation and effects-based results,
2) The simple mechanics quickly create similar results to long, laborious multi-stage processes, using one die roll,
3) By concentrating on the essential aspects, and using a few large modifiers / penalties, the game itself teaches you the better tactical choices to use to achieve plans and win.

A simple set up, with three squads of British Red Devil paras attacking a German town held by average troops and a Panther tank.  British on right, Germans on left and top.
The British have three elite para squads and a mortar, the Germans three average squads, an HMG and a Panther tank. The HMG is on the second floor of the far left house.

A couple turns into the game, the Para squad that dared cross the walled field has lost a couple of casualties, while those who crept around the wall are still advancing. They include the PL, a squad, the PIAT team, and the FO.
The Brits called for fire and got 10 mortar rounds on target - rolling an average of three Hits, the Germans save all three!

Part way through, a cache of lager is discovered, just the thing to quench the thirst of Soldiers on the go!
Old German Premium Lager: "The World Knows No Finer!"

Another turn or so later, one Para squad at top right has cautiously advanced through a field and is hiding beyond a small wood.  Their job "to keep the enemy distracted".

Below, the squad that advanced across the field got hosed by the HMG and the Panther and a German squad that repositioned into the near buildings. They are Out Of Action.
Still, the German squad that tried to hold the woods is also wiped out, and the Para main effort is advancing through the woods. The battle line is being drawn, and the Germans have a lot of firepower there: HMG, Panther, Squad.
With inadequate firepower to break into the town, the Paras concede. The critical choice on our part was to make the stone buildings hard cover, which significantly reduces the Hit dice, from 4+ to 6+.  The Paras would need at least a Barrage or two to equalize the situation, plus an additional squad to pressure the front of the town a bit more.

Overall, a fun narrative game that also "feels right" for WWII.  In other words, it is fun but historical.

One thing we found fiddly was using our Flames of War based infantry.  As NT intends each figure to be 20mm [1:72] and mounted individually, it is relatively easy to use the figures themselves to monitor both Firepower Dice and Casualties.

With multi-fig bases in 15mm, the figs get a bit small and hard to see.  I was thinking about how to address this with a modified basing system, having more 15mm at my disposal than I could ever use in one game or game system.

Also, I wanted to explore how squads "through the modern era" armed in various ways might be on the table.

First, a Rifle Squad, 10 rifles, one an NCO. Suitable for almost any era where the Bolt Action rifle is the basic weapon.
This unit fields 10 Fire Dice, one per figure.

Next, a "Late War WWI squad" where the NCO now has an SMG of some sort. This has 10 Fire Dice of rifles, plus 2 more dice at short range for the SMG.

Next is a WWII squad, where 6 rifles and an LMG provide 9 Fire Dice, plus the SMG toting NCO adds 2 more.
The reason to mark the various weapons is that the LMG only fires on the move if one moves half. The SMG always fires at full effect [moving or not] but only at close range.

A theoretical German WWII squad, with the 6 rifles providing 6 Fire Dice, the MG34 / 42 providing 6 Fire Dice itself, and the SMG providing 2 more dice. This has 12 dice at Range, 14 up close.  

Finally, an attrited German squad, 11 Fire Dice total, 9 at long range, 11 up close. Good to represent Germans late war.

With some re-basing from spare figures by Steve, our next session was an official scenario, Frontal Assault. Buncha Sovs slamming into a German defense, 14 Units to 7.

4 Rifle squads advancing through Broken Terrain at top, right to left. Closely supporting them, 4 76mm Assault Guns. Bottom left 2 KV-1s with Tank Riding SMG-toting squads advance across the open.  Behind them off camera to left, is their HMG, the FO, the PL, and a mortar in a field.
Germans had two MkIV with Schurzen, three Rifle squads in the town, ruined town, and central woods [in the pic, two have been wiped out, the woods being held only by the PzSchrek and PL]. They also have a mortar and an elite PzGren squad mounted in a halftrack that are heading towards the woods to try and hold some objectives there.

Another view, halftrack dashing across the open, German squad in the town [with mortar, FO, HMG]. PzIV distracting the KV-1 while an ATR sneaks thru the walled field.
At bottom, clockwise from top, Russian HMG, FO, Mortar, PL.

Soon, the KV-1s Bailed the MkIV with point-blank Fire. Artillery suppressed the German Rifle Squad. The Tank Riders are poised to enter the first building of the town.

View from the German side. Russians slowly advancing on the ruined town [which is an objective]. Knocked-out PzIV facing a Bailed Russian Assault Gun.
PL and PzSchreck in woods with PzGren moving up in halftrack.  Their goal is to hold that woods, which is an objective, the 2nd of the three.

Russians plaster the woods objective with massive amounts of Artillery fire.  The woods is obscured with smoke and dust of destruction, the PL and 'schreck can't be seen.

After another turn, it is clear that there won't be enough Germans to hold any of the objectives, and there's no time limit so the preponderance of Russian Armor makes it inevitable that gun fire will reduce the remaining German squads.

Overall, the game went well, our blind-playtest-victim playing the Russians [with Steve the Germans and me moderating the rules] offered some very useful criticisms:
- There needs to be a time limit, or distant gun fire [Tanks, field guns] dominates the game, not infantry.
- Artillery is very easy to move around on the battlefield.  True, sometimes it doesn't arrive at all [rolling low you get "zero" rounds on target] but it has no bearing to previous fire at that target / spot.  Suggested we add a penalty for the first barraged called on a spot.
- Our Line of Sight through terrain was too easy, again empowering distant gun / artillery fire.
- 15mm is a bit small for the details this game presents with infantry, e.g. weapons, etc. 20mm / 1:72 doesn't just make figures taller, it makes them significantly bulkier and easy to see what they are and armed with.
- There was a bit too much math with how we interpreted mechanics, e.g. pro-rating movement.  

Overall, a great playtest and we will continue to explore ways to keep the flavor and fun of the rules while working out Terrain and Line of Sight especially.