British defensive fire is poor - pinned, they've only a 30% chance of pinning the French. French assaulting Fire is good, and they get another Pin result, destroying one Arab platoon. If you pin a pinned unit, it is destroyed - and if you damage a damaged vehicle unit, it is destroyed. Simple.
Modern Warfare from Afghanistan to N. Africa to Mexico, and from the 20th C. to the Near Future!
Saturday, March 6, 2021
First Battle Series: Playtesting a Turn Sequence
British defensive fire is poor - pinned, they've only a 30% chance of pinning the French. French assaulting Fire is good, and they get another Pin result, destroying one Arab platoon. If you pin a pinned unit, it is destroyed - and if you damage a damaged vehicle unit, it is destroyed. Simple.
Friday, February 19, 2021
Modern 1980s War Games: The Structured Turn Sequence
It's the same old problem: Move OR Shoot? Move AND Shoot? Shoot AND Move? When does the opponent get to shoot? IGO-UGO or integrated turn? Or, splice the turn sequence by activity type, like like so many 1980s classics by John Hill, Frank Chadwick, et al. Well, does it make it easier to play with the old 80s style turn sequences? My thought is so, but let's talk about that...
FRANK CHADWICK modern game Turn Sequences
Main reason this fellow gets a section of his own is that I have a number of his games, and his 80s Turn Sequence evolves in various ways over the 30-year span of the rules - interesting!
- Command Phase. Both sides decide command functions for their Leaders – Lead, Order, Rally - and issue any orders, or request IF Fire Missions for next Turn [or later].
- P1 Move Phase. P1 moves his units [P2 OpFires DF units that didn’t Move last Turn ].
- P1 Fire Phase.
- P2 Fires. P2 IF arrives; P2 then Fires DF Units that didn’t Move last turn.
- P1 Fires DF Units.
- Melee Phase
- P2 Move Phase. P2 moves his units [P1 OpFires DF units that didn’t Move last Turn ].
- P2 Fire Phase.
- P1 Fires. P1 IF arrives; P1 then Fires DF Units that didn’t move last Turn.
- P2 Fires DF Units.
- Melee Phase
- Panic Morale Check Phase. Both player’s Units check for Panic as needed.
I really like this board game, altho I have not played it thoroughly. It is certainly an enjoyable intro to modern combat, which is more than most modern combat games can say! Nice balance of realism and playability. I have a few posts of it here [click]. It turned out to be the first of a series of games off the same design, and they ended up being name the First Battle system. For a nice overview and review of the system, go to BoardgameGeek here [click]. A hex is 200m and a full game turn is about 5 minutes [not defined].
One interesting twist on this Turn Sequence is that the side given "Initiative" by the scenario - usually the attacker - can choose to be Player 1 or Player 2 each turn. This can allow him to go twice in a row. Altho he must grant the same to the opponent first, deciding on the timing can make up for it. An advanced rule adds a simple command control rule at the start of each player turn but it isn't a "phase".
1991. First Battle WWII: "Blood and Thunder"
- Artillery Phase: artillery requests and results
- Movement:
- Prep Fire is declared sequentially then resolved simultaneously.
- Side A then Side B moves.
- Opportunity Fire: DF and IF are both resolved simultaneously.
- General Fire: Remaining Fire is resolved simultaneously.
- Command & Morale: Order and Overwatch markers are placed. Morale checks are resolved.
Some additional thoughts on the Turn Sequence
2) In Modern Combat, the logical plan is "Fire, then Maneuver". The intent of the Fire is to suppress the defense - preferably entirely - and allow the Maneuvering force to approach unscathed to make its attack, preferably on the flank or rear. This means that the logical sequence for a modern fight has to be:
Artillery, Preparatory Direct Fire, Movement, [Defense Fire], Advancing Fire [at reduced effect]. All of these follow this pattern with Direct Fire, but the artillery is in various spots, often in a following turn. Easy to house-rule and fiddle with since the Artillery is in a designated phase.
Saturday, February 13, 2021
Ogre: Objective 218 w' Mr. Winkie -
Mr. Winkie asked for this game. He is getting bigger - as is his hair. From this angle, he looks like a refugee from an 80s band...[CLICK], but that's the voice of jealousy talking.
Sunday, February 7, 2021
Sci-Fi fun w' Mr. Winkie - Terminator Genysis
Wednesday, December 30, 2020
Bounce Post for Commission and Regiment
Friday, November 13, 2020
What's Missing in One-Hour Wargames Rules...
2/3 of the H&M OHW Rules...obviously not encumbered with details and differentiations...
What would the design teams of "Empire III" and "Advanced Squad Leader" say about this???
"One-Hour Wargames" rules are pretty sparse - which is why they are so short! Unfortunately, essential mechanics have been left for the players to decide. Some aspects must be defined or clarified, no matter what your gaming preferences are. In other words, there's no way of playing the game without these coming up and then having to be discussed. It's all well and good if you're hanging out with a friend - especially one who isn't a wargamer - but the tendency of people to argue to their own advantage, OR, the need to explain to a willing participant, means you may as well think about them now and make a decision.
These are modified from my post on the Ancient thru Horse and Musket rules HERE.
Without further ado, here you go:
Missing and Must Be Decided
General
- Premeasuring allowed?
- rounding fractions in favor of attacker, i.e. ANY fraction UP? so 2.25 Hits = 3 Hits?
- Unit Size dimensions are loosely given, typically 4-6" in the rules, with a few like guns being half that. It MATTERS for a number of mechanics AND how many units fit onto the table top in certain spaces, how wide the units are. Depth isn't very important. Most important, that both sides are using the same size bases for the same Units, so there isn't a dis/advantage.
Movement
- Crossing River at Ford / Bridge, i.e. rate, cost, bridge model
- Road Movement, i.e. how does a 1-base unit do it - sideways if a rectangle?
- Charging; How to Contact [corner-edge? edge-edge? full / partial alignment?]
- Measurement point for move distance to Contact?
- Cavalry retreat from Hand-to-Hand: 6" move any direction? or straight back?
Shooting
- measurement points to / from Units [center-closest? center-center? closest-closest?]
- measurement point for Unit occupying town?
- Firing Arc, i.e. how is a Unit "within" 45 degrees of the front facing? over half?
- How much of a Unit needs to be seen to be targeted?
- How large a gap does a shooter need to fire through? Between friendly units?
- Line of Sight, including through / within / across Area & Linear Terrain, and over units [especially important for artillery Units].
Terrain
- How many Units may occupy a town? If 2+, how do you work the 360 fire arc? Do units just maintain their "formation" in the town like they would in a woods?
- what's "in" woods / town terrain? [entire Unit or Unit Edge] [Partially or fully] within?
- How does a Unit "occupy" a hilltop? Same as "in woods / town" above? Are hills plateaus with a crest at the edge? Or do they have a military crest running along the long center line?
MY DECISIONS
I generally divide the periods into Ancient [Ancient thru Pike and Shot] and Moderns [Horse and Musket to WWII]. The general concept is that modern armies begin when training is widely introduced to make movement and shooting more predictable.
General
- Premeasuring is allowed;
- Any fraction is round UP. This "minimum" Hit of '1' gives a little satisfaction on a bad roll, and it also is justified by how intense and tiring combat is.
- Unit Sizes: For Ancients, I field units on a 2-1 front / Side base size ratio. My Medievals are all being rebased to 5" front and 2.5" deep. This is close to the WRG / DBx standard of 12cm front by 6cm deep. I then use the Base Width [BW] of 5" and Base Depth [BD] of 2.5" as measurement tools. For Moderns, I will be using multi-stand units about 4cm x 2cm in size, and they take up about 5-6" wide on the table.
- Line of Sight [LoS] I handled using the 2-1 base width-depth ratio. For a shot or charge, an attacker needs a BD of the target unit. So all of a flank and 1/2 the front of the base. The entire LoS needs to be within range, so again it would be the entire flank side of the base, or 1/2 of the front side of the base - the 1/2 front side doesn't need to be center to corner.
Movement
- Crossing River at Ford / Bridge, i.e. rate, cost, bridge model
I cross at normal move rates, but always make the river about an infantry move wide. So the most common units spend a turn crossing.
- Road Movement, i.e. how does the 1-base unit do it?
for Ancients, I let any contact with the road count, as they are mostly just a rough track or trail, anyway, and hasten movement not due to the quality of the road itself but due to the ease of staying on course. For Moderns, I have multiple base units so they just move along the narrow side of the base, each base upon the road.
- Charging; How to Contact [corner-edge? edge-edge? full / partial alignment?]
I use edge / edge and maximise contact, with the minimum being half the front, or a BD.
- Measurement point for move distance to Contact? I use charger's front center point to the farthest point of the LoS - a full BD of the base side being charged.
- Cavalry retreat from Hand-to-Hand, e.g. 6" move any direction or straight back?
As I use edge-edge contact, they bounce straight back, HOWEVER, this is a good example where I can see allowing the corner contact along the straight line, and then moving directly back along that same charge line, so no conforming to edge contact.
- turning and corner / edge interpenetrating friendly / enemy units.
I allow this as the Units themselves are an area that has soldiers in it, not that the entire base footprint is entirely packed with people. Also, it's a lot easier on players to move around, especially when they're learning the game.
Shooting
- measurement points to / from Units [center-closest? center-center? closest-closest?]
Front Center point to the entire LoS, which is BD long [half the front, all the side] must be within range.
- measurement point for Unit occupying town?
One Unit per town, so the center of each of the four sides of the square, as tho it was a unit.
- Firing Arc, i.e. how is a Unit "within" 45 degrees of the front facing?
The entire LoS must be with the front 45 degree arc, so 1/2 the front, all of the side.
- How much of a Unit needs to be seen to be targeted?
A BD, or 1/2 the front, all of the side, needs to be in LoS.
- How large a gap does a shooter need to fire through? A BD.
- Line of Sight, including through / within / across Area & Linear Terrain, and over units [especially important for artillery Units].
I use a BD across a terrain edge or line that blocks LoS [e.g. woods, hill crest] or a BD within terrain [woods, town]. I don't allow shooting over friendly units, but if a Unit is a full level higher or more than an intervening enemy unit, I allow them to shoot if that unit is closer to them than the target unit.
- Can you shoot into a melee [Ancients, Dark Ages, Medieval, Pike & Shot rules]?
I say yes, as long as you have a Line of Sight. This is b/c I don't see melee as continuous, but a series of short, sharp attacks with times of breaks in between. This also allows bowmen and Skirmishers to support other units during the game better.
Terrain
- How many Units may occupy a town? If 2+, how to work the 360 fire arc?
One in Ancients - so the square town is like a unit. In Moders, I let them fight through towns like they are woods, in effect.
- what's "in" woods / town terrain? [entire Unit or Unit Edge] [Partially or fully] within?
I say entirely within area terrain to get a defensive bonus in melee. For shooting, if the LoS has the terrain between, then the unit gets the terrain bonus.
- How does a Unit "occupy" a hilltop? Same as "in woods / town" above?
I use a military crest, usually, so I define this by being "uphill" of the opponent in melee. If both are across the slope and appear "equally" situated from uphill to downhill no one gets a defensive bonus.
While there are many different rule sets out there that handle these mechanics and situations differently, I've tried to choose a series of intuitive, visually obvious means to solve most of the issues in the simplest way possible. Additional nuance is usually BOTH tedious and a-historical. An overall difference is best expressed with something simple, like Cavalry is faster than infantry, so it has a 12" move rather than the 6" infantry move.
Hope this list helps you to more easily prepare to play these rules and start considering your own way to handle the various situations that arise.
























