WW2 Battle report British Vs Germans using 20mm figures and my own rules on a 2'x2' table
yesterday 15
Introduction
Playtesting a variation of my WW2 rules. Using a 2’x2’ board as I still don’t really
have the room for the table tennis table (later this year I hope). This is
actually the 3rd playing of this same scenario while I bedded down
the rules. No vehicles in this game.
Scenario
I have a scenario generator loosely based on Platoon Forward.
It is 1944 and a UK infantry force is attacking a German
infantry force. The UK mission is exploiting a successful attack. The parent
force has broken through enemy lines.
This force was held in reserve to exploit this breakthrough.
The terrain is mixed:
Key building | Open, road | Woods
Orchard | Brush | building
Crops | Hill |Crops
Primary Objective is the Key building.
Victory is to capture the primary objective. Lose if do not
capture the objective.
Major Victory is achieved if capture objectives with minimal
casualties. Minor Victory if capture objective but take major casualties.
The UK force enters at bottom right. The German force
deploys in top two thirds of the board.
Troops
UKThe UK has regular morale for its six sections and one
leader:
Company HQ (section + leader)
1st platoon 2 sections + 2” mortar
2nd platoon 2 sections
MMG platoon – 2 MMGs
1 Engineering section – engineers
5 units
GermanThe German has green morale for its six sections and one
leader. One section is allocated as the reinforcement.
Company HQ (section +leader)
1st platoon – 2 sections
2nd platoon – 2 sections
3rd platoon – 1 section (reinforcements)
MMG section – 1 MMG
5 units
MapDeploymentRules
Slight departure from my normal set but mostly stays the
same.
Card activation – I use most of a card deck. Draw a card, red an Allied unit activates, black
an Axis unit. Draw another card and
activate a different unit if the same side.
Each side can activate up to 3 different units in a row, then ignore
more cards for that side if the same colour as the last card. Picture cards (I add a different amount for
each side) counts as an activation but no unit is actually activated.
1 section = 3 figures but for shooting roll only 1d6 per
section, regardless of casualties. 1d6 may result in pin, suppress or 1 figure
KO; target return fires on a natural 1.
Reduction is KO does not reduce firing power. Think of it as morale tracking by figures and
when hit zero figures no longer a viable unit.
Grids are used to determine movement and range. I am using a 4” grid as the table is 24”x24”
(so 6x6 grid) but in the next few months hope to get out a ½ table tennis table
and play with 6” grids (so a 9x10 grid).
There is no real limit to units in a square – mainly used to simplify
terrain and movement. One square is
about 80m across.
Game 1
Brits enter 1st platoon onto the table. Germans react fire as Brits just moved into
LOS and suppress a section.Germans in ruined building fire on the entering BritsThings heat up as the Brits bring on more units but the
Germans manage to suppress another section while only receiving a pin. The Vickers MMG did bugger all.Germans managing hold the Brits at bayThe Vickers MMG then manages to force the Germans from the
building, the Gruppe losing one figure in the process. The forward British section advances into the
building - the Germans behind the building fire on them and manage to pin them.The Brits manage to force the Germans out and occupy the buildingA few more back and forth and the Brits are forced out of
the house and the Germans reoccupy. The
Vickers team is suppressed, as are other sections, and Brits are losing figures
here and there. And the German MG in the
orchard is contributing to the British pain.
The British really need to bring on more units.Not doing well at the houseAnd it gets worse. Lots
of bad dice rolling see the British lose a few sections and a Vickers. They are forced back to the entry edge.British doing really badlyIt got even worse. The Brits failed rallies, the Germans in
the ruined house passed every single one, even being green. I gave up at this point. The Germans have lost two figures, the
British their force.
I decide to play again.
Reset – Game 2
The early stages see this game going very different. The first few activations saw the Brits
advance with the 1st platoon and the MMGs and manage to force the
Germans from the house. No suppressions
or losses for the British.British doing well this timeThe British advance into the ruined house, fired on by the
hidden Gruppe behind the house for no effect and the Brits return fire and
force them to retreat. They later try
and rally and retreat even further!The British at the houseThe British move on the 2nd platoon. The German
MG in the orchard devastate the Brits in the house (two 6’s result in two
figures lost).German MG opens fireThe British 2nd platoon advances onto the
hill. The German MG spots them and suppress
one section but the other section manages to suppress the MG.British on the hill engage with the MGThe British advance their Vickers team, the German MG
unsuppresses but does little damage in a subsequent activation. The 2 Vickers open up on the German MG and it
routs.German MG just before routingThe German Gruppe in the orchard fires at the British for no
effect. The Vickers then open up,
suppressing them. They subsequently
attempt to rally but, being green, it is not so good and they retreat. Down to 1 figure from 3.Another German Gruppe is down to 1 figure and suppressedThe Vickers subsequently clears the orchard of a Gruppe.
The two German Gruppe in the woods adjacent to the leader
roll to rally. Both roll a 1 and so are
both routed. One Gruppe had one figure
that was lost on a 1, the other had two figures, lost one but must retreat,
which they did off the board. Very, very
unlucky.The two Gruppe in the woods that routOne Vickers moves onto the hill. A British section moves into the ruined
building but the German HQ fires on them and forces them to retreat. However,
the Vickers on the hill takes out half (2 figures) of the German HQ and also
moves the Vickers into the ruined building.Ruined building and depleted German HQLastly, the German reinforcements arrive to bolster up the target
building but too late to make a difference.German reinforcements arrive too lateThe German HQ is down to one figure and then eliminated under
the fire of two Vickers.The German Commander just before routingThe Germans are down to two units of the original 5 and force
morale sees the Germans retire from the field.End
Verdict
The first game was really unlucky for the British, in the
second the bad luck (though not as bad), fell to the Germans. For small games
with limited units a few bad dice rolls can really change the game. The game really revolved around the ruined house and to a lesser extent the orchards and hill. It may have gone quite differently if the British had a different entry point.The rules are very similar rules to previous
games but the activation I feel is smother (using most of a card deck rather
than a card per unit). The older rules also
had each figure rolling 1d6 and it was hard to limit casualties but also
include suppression (as for 1d6 it would be per figure and that means lots of
markers, lots more rallying and a slower game).
For these rules a section is 3 figures but only rolls 1d6 until all
figures are eliminated. This gave the
game a flow of fire/suppress/rally that I quite liked. More playing will see if it is still too slow. Thumbs up so far as three playtests. Required tweaking after the first two but the
two games above saw no changes required to the rules.