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.

5 comments:

  1. I also prefer shoot then move for post 1900, and your modification seems very sensible. and applicable to some of the other rules too. Thanks for explaining why the Italians have been fights ng each other as well! I was a bit puzzled in some of the earlier battles.

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    1. Hey Martin, thanks for the affirmation. I have adopted this sequence for my Neil Thomas "Wargaming 19th C. Europe" Franco-Prussian War rules, and I prefer it there, also. The fire power was pretty intense in that conflict.

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  2. I really appreciate this analysis - clearly you see something worthwhile in NT's rules to make the effort! While I don't play NT's Intro to Wargaming rules (I used to have the book, but let it go in a misguided cleaning frenzy), I have probably a dozen rule sets for WWII that all follow the move-shoot-H2H-morale model, if they don't use the "choose whatever action"- H2H-morale sequence. In some cases, I've tried to make shooting first, but then eliminating knock-on effects (such as morale, pin recovery, etc.) becomes something of a whack-a-mole and I give up and try another set. However, you've given me pause to reconsider that it might be worthwhile if I like the feel of the rules generally.

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    1. Good to see you drop by, John.

      If you want a copy of these rules, just LMK. While one does have to mark units that are hit, you have to do that anyway in his original rules, since you check morale at the beginning of your next turn [he says to lay the casualties on their side]. I just made it a bit more aggressive [you don't know the effect of your shooting until after you move...until then, you just know you scored hits. Reminds me or real life]. But yes, there are second-order effects that have to be addressed.

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    2. I should add that it was "Sound Officer's Call" Steve that really talked me into trying the rules a few more times. He has always been an enthusiast.

      But they are good - with the mods, they definitely give a fun, suspenseful and historical game at a small fraction of the rules reading required by so many other rules.

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