Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Sunday, January 31, 2021

NT Rules: Ancient Army Lists V - Crusades

 Let me first start out by saying that the title for this series - the Ancient Army Lists (for Niel Thomas' rules from Wargaming: An Introduction) is a bit of misnomer for this particular entrance in the series.  By this point in his timeline, Thomas has moved on from the ancient world, into the firm middle of the Medieval world.  The armies covered here are those involved in the middle and later Crusading period.

As a reminder, the earlier articles in the series are:

 As I pointed out in some of the earlier articles, there are many additional lists for each of those periods covered in the longer, and more complete, treatment on the topic in Thomas' book dedicated to this period - Ancient and Medieval Wargaming.  Those rules have a little more to them, and a little more nuance, than the rules in the Introduction book.  Having said that, in many cases the army lists will transport to the earlier book.  What is different, is the grouping of the periods.  In his more advanced book, Thomas, for instance, groups what are here list periods I, II, and III into one chapter, entitled the Classical Period.  The army lists covered here from the Introductory book are present, with additions of other armies from the period such as Parthians and Numidians.

What is interesting, however, is that the army lists from the Introductory book jump from the Imperial Rome period, all they way up to a thousand years later, into the Later Crusades.  Absent are Late Antiquity, the Early Medieval period (or Dark Ages), and of course the Viking Age, if you choose to interject such between Early and High medieval periods.  There are some fascinating armies and wargaming possibilities covered in that millennium between Second century AD and Twelfth century AD.

However, space in the Introduction book is limited, and perhaps a better choice of Medieval representation could not be made than to cover the Crusades - an iconic chapter of medieval warfare that is always popular.  Thomas skips a general introduction to this period (covering 1180AD - 1290AD), rather he chooses to get right into the first army list - the Later Crusader army.  This is representing the Western Europeans armies on crusade in the Levant, during the events generally thought of the Third through Sixth crusades.  This covers the battles of the Crusader states (Kingdom of Jerusalem, Principality of Antioch, etc.) as well as the battles between Richard the Lionheart and Saladin.  It continues to cover the armies of the west, up until the events of 1289 (Tripoli) and 1291 (Acre).


 Here is a list of the units in the Later Crusader army:

Knights Templar (Heavy Cavalry, Extra-Heavy Armor, Fanatical) 0-1 unit
Knights Hospitaller (Heavy Cavalry, Extra-Heavy Armor, Fanatical) 0-1 unit
Other Knights (Heavy Cavalry, Extra Heavy Armor, Elite) 0-1 unit
Turcopoles (Light Cavalry, Light Armor, Bow) 1-3 units
Infantry (Mixed) 2-6 units

The Infantry is Mixed, and here that means that each 4 stand unit has 2 stands of Heavy Infantry (with Heavy Armor), and 2 stands of Heavy Archers (with Medium Armor and Crossbows).

This army has two special rules associated with it:

  1. Fanatic units never have to check morale, but they may never withdraw from combat.
  2. Mixed units will always have the Heavy Infantry targeted first, until only Archers remain.

The Later Crusader army is for the player that likes to charge his enemy, and stomp him into the dust.  Not that this will always work, but it is hard to envision the army being successful any other way.

The army list that is presented as an opposition to the Later Crusaders, is the Saracen Army, which can represent the different armies of the region who were opposed to the Crusaders and their establishment of states and principalities (Saladin's Ayyubid Egyptian army, or the Fatimids, Khwarismians, or even the Mameluks).  This army is an interesting foil to the Later Crusader army.

The Saracen player can choose his army from these units:

Guard Cavalry (Heavy Cavalry, Medium Armor, Bow, Elite) 1-2 units
Heavy Cavalry (Heavy Cavalry, Medium Armor, Bow) 1-2 units
Turcomans (Light Cavalry, Light Armor, Bow) 1-2 units
Infantry (Heavy Archers, Light Armor, Bow) 2-4 units

The general ruleset does not allow Heavy Cavalry to be armed with bow, however that and some other concerns are covered by special rules for this army:

  1. Saracen Heavy Cavalry may be equipped with Bow
  2. Saracen Heavy Cavalry may move before they fire
  3. Saracen Heavy Cavalry are allowed to make a 180 degree turn (about face) any number of times during movement
  4. Saracen Heavy Archers move as Warband, however they fight and shoot as Heavy Archers

This army allows for, and may demand, considerable more finesse than the Later Crusaders army.  Every unit is armed with a bow, which helps, however with the exception of a pair-up between Turcopoles and Turcomans, the Later Crusader has better armor, and often, better morale.

A really interesting battle would be between a Fatimid army (this list) and a Sunni foe, such as the Ayyubid army (also this list). 

Finally, this section also introduces a third army.  The Mongols, which are according to the author fought just about everyone (including the forces represented by the Saracen list given here), except for the later Crusaders.  More about that below...


 The Mongol player has this army list to choose from:

Guard Calvary (Heavy Cavalry, Bow, Heavy Armor, Elite) 0-1 unit
Cavalry (Heavy Cavalry, Bow, Light Armor, Elite) 1-3 units
Horse Archers (Light Cavalry, Bow, Light Armor, Elite) 4-7 units

This is an all mounted force, unlike the Saracens which include infantry archers.  It will make for an interesting foe to fight the Saracens, and others.  The army, as presented in the book has a few special rules associated with it:

  1. Mongol Heavy Cavalry may be equipped with bow
  2. Mongol Heavy Cavalry may move before they fire
  3. Mongol Heavy Cavalry may make an about face (180 degrees) any number of times during their move, without penalty

 These of course are almost identical to the Saracen list of special rules, which is what makes them an especially worthy foe for the Saracens. The addition of the foot archers for the Saracens might make all the difference in the world, if the terrain is friendly.  However, if the terrain is mostly open, with little space for the Saracen infantry to have a rough spot (woods, rubble, etc) to anchor against, then they may be overrun by the Mongols.  It would be a good fight.


One other way to fight the Mongols would be against a Northern Crusades army.  This is something, here, of my own inventing, but owes a lot to similar army lists in other games.  I would rework the Later Crusaders army list into a Northern Crusades army list as this:

Teutonic Knights (Heavy Cavalry, Extra-Heavy Armor, Fanatical) 1-2 units
German Knights (Heavy Cavalry, Extra Heavy Armor, Elite) 0-1 unit
Lithuanian Cavalry (Light Cavalry, Bow, Light Armor) 0-2 units
Sergeants (Heavy Cavalry, Heavy Armor) 1-3 units
Foot Sergeants (Mixed) 2-4 units

The Foot Sergeant units are Mixed, and here that means that each 4 stand unit has 2 stands of Heavy Infantry (with Heavy Armor), and 2 stands of Heavy Archers (with Medium Armor and Crossbows).

This army has two special rules associated with it:

  1. Fanatic units never have to check morale, but they may never withdraw from combat.
  2. Mixed units will always have the Heavy Infantry targeted first, until only Archers remain.

 This last army list could be a challenge to the Mongols.  It would still have a hard time in the battle, as the Teutonic Order did have a hard time vs the Mongols in history.  With the Fanatic Order knights, and the Elite other knights, this is an interesting mix of morale grades, but it would be very interesting (and fun) to field.  Maybe a playtest should come up soon...

Wednesday, February 26, 2020

NT Rules: Ancient Wargames

The first set of rules in the book Wargaming: An Introduction is called Ancient wargaming, but in fact it covers Armies and sub-periods ranging from the fifth century BC up through the Middle Ages.  As with the other rulesets in this book, this one is presented over three different chaptersThe first chapter introduces the period, and discusses some of the peculiarities of warfare in this period. This discussion includes mention of the troop types, and also any peculiar formations or weapons.  The second chapter will present the rules for the period.  And the third chapter will present army lists.

For the Ancient Wargaming set, the various troop types are these:
  • Heavy Infantry - examples include Greek hoplites and Roman legionnaires
  • Heavy Archers - examples include Persian Immortals, and English longbowmen
  • Warband- examples given include Gallic warriors, and Roman Auxiliaries
  • Light Infantry - no specific examples given, except to say that many armies rely on light, skirmishing missile troops
  • Heavy Cavalry - examples given are Macedonian Companions and Crusader Knights
  • Light Cavalry - examples include Numidian Cavalry Andrew Mongol horse archers
  • Heavy Chariots - examples here include Assyrian four-horse Chariots, and Hittite two-horse and three-horse Chariots
  • Light Chariots - examples include Egyptian and British two-horse Chariots
  • Scythed Chariots - the example given is the Persian use
  • Elephants - here the examples are the Indian and Carthaginian armies
  • Artillery - the example given of battlefield (i.e. Not in a siege) use is the Romans
Each of these units are portrayed with four stands per unit, except for the last three types. Scythed Chariots, Elephants, and Artillery each have only one stand in a unit.

Hannibal crossing the Rhone - Henri Paul Motte
Some interesting things are already apparent. Although the first sub period covers warfare in the early part of the fifth century BC (490-480 BC) with the wars between the Greeks and Persians, and moving forward - there are no chariot armies.  This is already beyond the period of Assyria and the Hittites, and even the period of chariot use in Egypt, yet they are mentioned in the textile on unit types. Also, a quick look over the army lists provided shows no army in the book with heavy Chariots. Although not stated, what the author has done here is to present a ruleset with broad applicability beyond the Armies and sub periods he discusses.

Another thing of note is that it states in the second chapter, on rules, that units take four hits per stand, regardless of the troop type. With some units having only one stand, that make sure those units are very fragile and vulnerable. Since we are talking about Scythed Chariots, Elephants, and Artillery, this makes sense.

One thing mentioned near the end of chapter one, and unfortunately not mentioned again clearly in chapter two (but stated in the introduction to chapter three on army lists for these rules), is that the standard game is played between armies of eight units each.

An additional thing mentioned in chapter one, is the concept of armor, which applies to infantry and cavalry. Armor types are Extra Heavy, Heavy, Medium and Light.  These confer saving throws to avoid casualties in both shooting and hand-to-hand combat.  Crossbows reduce the effect of armor, and artillery hits ignore it entirely.
 

 
The second chapter contains the rules, in a well organized outline format. 

Set up rules are not given, but victory conditions are. If an army is reduced to two units (25%) then it has lost.  In addition, if any of your units exits the map/board on the enemy's baseline, other than Light Infantry, the enemy player must remove two of his own units.  Presumably this represents panic due to having the baggage looted, or a withdrawal route cut off.

The rules start off with giving the turn sequence.  This is a typical, old school version of I go/You go. The sequence given is:
  1. Charge Sequence
  2. Movement
  3. Shooting
  4. Hand-to-hand combat
  5. Morale tests
Once one player completes all five phases, then it is the other player's turn, until the game ends.  Nothing exotic here, and it gives a fairly good flow.

Charging is done in three steps.  First, prior to measuring, the player whose turn it is announces charges. Then they are measured. If the enemy is reached, move the unit. If the unit cannot reach it stays put with no other penalty. If the target unit is equipped with javelins, it may then fire at the charging unit, as long as the charging unit moved at least 8cm.  The third step mentions that combat will occur, but not until the hand-to-hand phase.


All other (non-charging) movement is next.  Artillery is immobile, all other units have a movement rate from 8cm for heavy infantry, up to 24cm for light cavalry.

Wheeling and turning are not defined, but if any unit other than Light Cavalry or Light Infantry wish to move in any direction other than a straight line ahead, they only move at half speed.  Presumably this also includes Light Chariots, as they are not listed with the other group.

About movement: when I use the rules to run games on a club night, or at a convention, it is the movement rules that causes the most difficulties for veteran players.  There are no rules for different formations, and no rules for various maneuvers found in many rulesets.  So, if you want to oblique, move at the wheel, turn a unit about, etc. then you are able to, as long as no part of the unit moves more than the allowed amount (full movement value for Light Cavalry or Light Infantry; half movement value for everyone else).  As there are no rules that (for instance) allow a unit to about face in place (rather than wheeling through 180 degrees; or spinning the unit with a forward wheel on one flank, and a rearward wheel on the opposite flank), it presumably cannot be done - except by following the general "half move for any movement other than straight ahead".  Note, in the army lists, there are some exceptions, for instance some heavy horse archers are allowed to make free about face maneuvers..  However we have found, as with most things, that reasonable house rules (or referee interpretations) can allow for certain things not expressly forbidden

The rules give instances for three classes of terrain.  Rivers take a unit a complete turn to cross (they start on one bank, and just move to the other bank is the implication).  Hills block line of sight, but otherwise don't affect movement.  Woods are immobile to some units (Cavalry, Chariots, Elephants), slow down other units to half speed (Heavy Infantry, and Heavy Archers),  but don't slow down light Infantry or Warbands.

Rules are given that allow Light troops (Infantry, Cavalry, Chariots) to fire on the move. Other units cannot do so.

Shooting rules are next. Weapons are defined by their maximum range, from 8cm for javelins, up to 48cm for artillery.  

Rolls to hit are based on rolling one dice per stand in the firing unit, and the target number is based on the weapon.  There are no modifiers to the hit number. Bows and Javelins need 4,5,6.  Crossbows need 5,6.  Units in the woods suffer only half the hits rolled. The rules don't state, but we round this up for the shooter's favor. (House Rule)

Next, the target unit gets to make saving rolls for each hit scored.  As mentioned, this chance is reduced versus crossbows.

Artillery fire is somewhat different. Rather than rolling one dice to hit for the artillery, the firing player first roll said one dice, to see how many to-hit dice he gets.  Then roll to hit, again halve hits vs targets in the woods.  There are no saving rolls vs artillery, every hit results in a kill.

Recall it takes four kills to eliminate a stand from a unit. Kills have to be marked, as they are persistent, until a stand is removed. We use plastic upholstery rings, hung on the miniature that is killed. But any method works.  I have seen online battle reports, where players use a dice behind the unit, indicating how many hits have been scored. When 4 are reached, a stand is removed.


When an elephant receives four hits, since its only a one stand unit, it would normally be eliminated. Instead it rolls to go berserk.  It moves a full move in a direction based on a random chart, and if it strikes a unit, it immediately fights a round of combat.  Then the poor beast dies.

Next we get to hand to hand combat.  The rules give a set of priority considerations, to determine who strikes first..  Units then roll a number of d6 per stand in the unit, based on an striker/target matrix.  Hits are on a 4,5,6. Saving throws are allowed, and kills marked.  Both sides get to fight, but if a stand is lost to a foe who fights first in priority, it does not get to roll.

Saving rolls are not allowed against Elephants or Scythed Chariots.

Special striker/target considerations apply to combat in the woods, making Warband twice as effective there.

Artillery units contacted for Hand-to-hand combat don't fight, they are immediately destroyed.

Finally, the morale phase occurs. If the unit lost any bases in the turn, it makes a d6 test for each lost base. The scores required are based on morale grade of the unit. If a dice test is failed, the unit loses an additional stand for each failure.
 

 
Those are the rules as presented. In the next few articles, I will discuss the Armies and sub periods.  Links to the successive article for each period of army lists are below.

Monday, February 24, 2020

Examining the rules of Neil Thomas

Since the publication of his first wargaming book (Wargaming:an Introduction) the various rule sets of Neil Thomas have provided wargamers with a number of very playable, simple rulesets for a variety of different time periods. I have played many of them, and I find them to be excellent in teaching wargaming to newcomers.  They lack many of the finer details and options found in longer rulesets, but they provide an enjoyable game, with good results, and have provided a great basis for tinkerers to adapt the format to a wide list of variants and options.


There are a number of good reviews of the rules, addressing their features and limits, found through the wargaming press (blogs, magazines, etc.). I thought it might be worth while to go through the different rulesets, and point out specific features and mechanics, and discuss what I have found to be useful and enjoyable, and what might be done differently.

His first book has no fewer than six different rulesets, all of which have slightly different mechanisms for their appropriate periods. These cover: Ancients (and medieval), Pike and Shot, Napoleonic, American Civil War, Skirmish Wargaming (multi period), and WWII.  Two of these have gotten much greater in depth treatment in later publications (Ancient and Medieval Wargaming, and Napoleonic Wargaming).  The American Civil War rules are very interesting, and might be thought of as a special case in his later book Wargaming Nineteenth Century Europe but remain distinct enough, both in rules and in theater of action, that I consider the later book a stand alone, and not a refinement.


I'll follow this post up with a series of articles on each of the six rulesets in his first book, looking at the rules, the army lists, and give my thoughts.

Tuesday, November 27, 2018

28mm Dismounted Boers - a short review

28mm Boer War Figures - a quick review...

Thinking about my Old Glory dismounted Boers got me considering the different Boer War lines I've seen/painted over the years, and I considered writing a really quick review. Note, this is just the Boers (Transvaal trekkers).

Ral Partha - True 25s (so quite small by today's standards), but these were truly fantastic figures. The only drawback was that at the time, very few different poses were in a single product line. I still have some, but they don't mix well with my other figures.

Foundry - Excellent as always. Good poses, good choice of equipment, and both mounted and foot. The problem? Only one code for each mounted and foot. So that means six poses of foot, and 3(4) poses for mounted. They do have an excellent supply wagon that works for the Boers

Old Glory - A great range. They have two packs of (30 figures each) dismounted Boers - firing and skirmishing. These are a mix of hats/equipment, so would work for the 1880s or 1899. These paint up really well.They have a pack of mounted (10 figure plus horses) that is also excellent. They have a pack of Staatsartillerie that include both gun crewmen and uniformed officers (Orange Free Staters?). The guns are sold separately but they have whatever you might like. Other than my old Ral Partha holdouts, the vast preponderance of my Boer War collection is Old Glory.

Warlord - They have a nice pack of dismounted Boers that includes four body styles, with two heads each. Very nice, and excellent quality. But out of production right now. They have a new mounted set of Boers that also look great.

Black Tree - Great figures . . . except the Boers all have HUGE hands. They are Gargantuan. Not sure who the sculptor is.

Age of Glory has, in his Zulu Wars line, a nice selection of really attractive Boers. Always high quality, but I have not painted these.

North Star has a nice line of 28mm Boers.

Essex, of course makes a nice range of 15mm Boers (I've painted, and used to own them, before converting to 28mm for TSATF), but I don't think they make a 28mm Boer War line.

One last thing - there are some nice guns associated with these ranges. Old Glory has a nice, affordable selection of the main pieces you could want (Krupp, Pompom, etc). On Shapeways, there is a really nice 3d printed model of a Long Tom gun. It is from MojoBob design, under his 1:56 range.

Getting familiar with Baroque (part II)

This is a continuation of the conversation started in Part I.

I would like to talk about the turn sequence for Baroque, which is one of the things that makes the game attractive for me.  I was never much of an Impetus player, (I played the free Starter version a few times, using typical Roman/Barbarian army pairs, but not too much).  So, the Baroque structure is one that I am exploring with a fresh perspective.

A few things have to be defined before getting into the turn structure.

First, the army will have a Command Structure.  This is defined by the army list, or a series of options are given.  An army can have Good, Average or Poor.  These cost an increasing number of points, and there is a range given for Leader figures, where they can use their leadership bonus to keep troops under control.  For instance, an Average Command Structure costs the army a total of 12 points, and it means that leaders in that army have a leadership range of 6BU (Baroque Units, or in the case of 15mm armies, 6x 60mm baroque units).  Other Command Structure levels, with cost and range, is found in the rulebook.

The turn sequence works like this
  1. Decide the Initiative
  2. The active player (one by one) activates all the units in the Command he has activated.  The inactive player responds with reactions and/or evasions.
  3. Initiative is re-decided, and repeat until all of the Commands on the table have been activated.
Deciding the initiative works like this - Each player selects one of their commands (each army is divided up into a number of 'commands' that each contain several units).  Both players roll 2d6 for their selected command, and apply dice modifiers based on the leadership bonus of the Leader of their command.  High roller wins the initiative.  If there is a tie, then the highest rated Command Structure will break the time.  Otherwise, re-roll to see who has initiative.

 Once a command has been identified as having initiative. the player controlling that command now activates each of his units, one at a time, and then plays out all that the unit is doing that turn.

The actions that a unit can do include these:
  • Rally
  • Withdraw (from the battlefield)
  • Move
  • Disengage (from a melee)
  • Shoot
  • Charge
  • Fight a Melee
A move action can be repeated multiple times, but each time after the first, once the move is completed, the unit must pass a discipline test, or the unit is Disordered.  If the unit is trying to contact the enemy, the last move action is considered a Charge, and certain rules affect it (the rolling of an additional charge bonus distance; the possible reactions of the target of the charge).

The rulebook describes how to handle these actions, but many of them will allow for the opposing player to engage in a Reaction.  In this way, the turn is integrated, and both players are involved throughout.

The reactions allowed are these:

ActionReaction
WithdrawOpp Fire or Opp Charge
MoveOpp Fire or Opp Charge
ChargeOpp Fire, Def Fire, or Countercharge
ShootOpp Fire or Opp Charge

The reaction can only be against the unit that enabled the reaction.  So that if I move my Pike & Musket unit, and it comes close enough to an enemy unit that it can Opportunity Fire, it can only do so vs. the unit (my Pike & Musket unit) that triggered it.

In addition to the Reactions listed, many units may also Evade.

If more than one unit can React to an acting unit, only one may be selected to React.

If a reacting unit decides to Opportunity Charge, it may hit a different target unit, if such is in the way of the movement of the Opportunity Charging unit.

So, the turn is quite interesting, as the player who has initiative has to decide if his actions are worth doing, if they may trigger some reaction by the enemy.

Movement
All movement and movement bonus amounts are given in multiples of the BU (Baroque Unit).  USUALLY but not always, foot are 1BU and mounted are 2BU, but there are exceptions.  For instance, on the 30YW German Catholic army included in the rulebook, there are infantry musket units called Schutzen.  They have a move of 2BU.

Units may be classed as either Fast or Slow (but not all units are - most are average).  A Fast Unit has a benefit to the discipline test after second or subsequent movement orders (meaning it is easier for Fast units to do more than one move order).  A Slow Unit is the opposite - there is a penalty to the discipline test after performing additional move orders.

The movement rules cover interpenetration, maneuver and wheeling, obstacles and terrain, and how to handle the charge bonus (which is given in BUs of course).

Shooting
Shooting is handled by rolling a number of dice equal to the shooting unit's VBU (Basic Unit Value, recall that the acronym VBU is from the Italian, not English version of the rules).  That number gives a basic number of dice for shooting, which is modified by a Range chart.  The range bands are Point Blank (1BU), Short (2BU), Long (4BU), and Extreme (8BU).  Most hand weapons (bow, musket, pistol, etc) have a maximum range of either short or long.  The firing table in the book gives you a number of extra dice that you gain, or lose, at different range bands, based on your weapon type.

The dice are rolled, and modified by situations (first volley, shooting while moving, shot modifier for mixed infantry units, etc).  Each 6 causes a DAMAGE (a hit), and every pair of 5s causes a hit.  Count up all the hits (total Damage), and then the target unit makes a Cohesion test, to see if the Damage tranlates into Losses.

Damage is not permanent, but is only a modifier to the Cohesion Test.  For every point that a unit misses it's Critical Number (which is the VBU of the unit, minus the Damage it took), it takes a reduction to it's VBU.  So if the Critical Number is (as an example) 2, and the Cohesion Dice Test comes up a 4, the unit would take a permanent Loss of -2 to it's VBU. If a unit has it's VBU reduced to 0, it routs immediately and is removed from the table.

If a unit passes the Cohesion test, it takes no Losses, but does suffer Disorder.  A disordered unit that AGAIN is disordered, will instead take a VBU loss.

The book gives rules for commanders being hit, arc of fire, reduced effect firing (like into terrain, or blocked) and discusses particulars for artillery, pistols, and defensive & opportunity fire.

Melee
Fighting the melee is similar to shooting.  Once two units are engaged and fighting (there are rules determining charge effects, flank charges, melee modifiers for certain unit types and situations, etc.), each will roll it's allowed number of dice (VBU plus or minus modifiers). A gain, 6s and 5s are the dice that cause damage.

Once again, there is a roll to see if the damage translates into permanent Losses (i.e. a Cohesion test).

Following the melee, and determining results, there are rules determining retreats and pursuits, and how they are evaluated.

Rules are given for commander casualties, and also for mixed (i.e. multi unit) melees.

Skirmishers that are hit in the open by formed units do not fight, but are immediately dispersed (remove from the table).  Again, there are rules covering melee and Artillery, and Baggage trains.

The rest of the rulebook covers special rules, setting up battles, and a number of army lists.  These will be covered in Part III.



Tuesday, August 28, 2018

The taxonomy of WW2 rules

In the field of information modeling and knowledge modeling, a taxonomy is a way to sort out a complex body of knowledge, by providing a structure of definitions and categories, to help you find your way quickly, and see which pieces of information belong together.

An easy example is the taxonomy of Carl Linnaeus, which was used to organize all the animals of the animal kingdom into like groups.  This gives us the concept of animal families, etc - mammals, canines, and so forth.

Carl Linnaeus' Taxonomy (example)
One of the things I would like to do, based on a series of games played in ODMS recently, is to come up with a taxonomy for WW2 micro armor rules.  So the first thing is to come up with some of the categories of concepts that apply to different rules.

Off hand, I can think of these:
  • Scale (i.e. how many vehicles does a tabletop model represent)
  • Turn Sequence
  • Friction/Fog of War
  • Command & Control/Morale
  • Hit mechanism
  • Kill mechanism
  • Acquisition/Spotting rules 
I will have to come up with ways to divide and recognize the features in each of these areas, and then come up with a reasonable (but finite) categorization system for the WW2 rules we have played recently.





Sunday, July 22, 2018

Jagdpanzer - a rules review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

Once upon a time, in Campaign Headquarters (in Newport News), there were some gamers called Alfred, Jason and Gary.  They played Jagdpanzer.

Once upon a time, in Campaign Headquarters, there were some gamers called Wayne and Oscar.  They played Jagdpanzer.

Once up on a time, in Campaign Headquarters, there was a gamer named Danny.  He played Jagdpanzer.


Most of the folks I played with in those years (mid to late 80s) were playing Overwatch.  Some were playing Angriff!  But not a small sampling were playing a set of rules called Jagdpanzer, published by Greenfield Hobbies, and authored by Kevin Cabai (a former armor Captain in the US Army).  This was when I tried the rules, and I liked them.

One of the strengths that I will applaud, right away, about Jagdpanzer, is that it is very inclusive.  It covers many different weapon systems (armor, infantry, artillery, airpower), all in rule subsystems that are very clean and workable.  The overall effect is a game that gives depth to all sorts of scenarios, but is not difficult to play.  Also, it avoids (by using a dice mechanism for penetration and kill, although informed by real life vehicle and weapon characteristics) the old problem that some rulesets have (I'm looking at you, Overwatch) of comparing mm of penetration, vs mm of armor, to determine a kill.  As an engineering professor, I realize it is not that simple, and that the number of variables present in any single shot to target situation are far to numerous (and perhaps unknowable) in order to present a way of modeling them all.  So why not use a dice mechanism to add in the fuzziness?  Mr. Cabai does just that in Jagdpanzer, and it works very well.

Another think I like very much about the game is that while it lists a ground scale (1 inch equals 25m), it gives all movement and weapon ranges in inches.  Nice.

Here is an overview of the rules, so you can see what I'm talking about, and I'll return with an assessment at the end.


Turn Sequence


Basic concept - On each turn, for each of your units (the basic unit is the platoon, which is usually 3-5 individual vehicle models), you decide if that unit is going to do one of the following three options:
1. Move and Fire
2. Move double (no fire)
3. Stationary (double fire)

A full turn consists of two movement and direct fire phases (see below).  For each of them, a vehicle decides if it is going to do one of the above options.  So in the first move phase of a turn, a unit could Double Move, and then couldn't fire during the first fire phase.  But then in the second move phase it could Normal Move (and fire in the second fire phase).

If a unit Moves and Fires, it is assuming that the unit is moving tactically, taking advantage of available cover, and is loaded and ready to engage if a target is found.

A unit that double Moves, is assumed to be moving at top available speed (cross country or road), and doesn't conform necessarily to available cover (so may be easier to hit).

A unit that double Fires is assumed to be stationary, and focused merely on firing and reloading as quickly as possible.

Based on that - here is the turn sequence, with some notes:

A. Determine Initiative - Roll 1d6 to determine who gets the choice of being Side A or Side B.
B. Command & Control (optional rules - a dice roll based on nationality to see if a unit activates or not).
C. Movement Phase
   1. Side A
   2. Side B
D. Direct Fire Phase
   1. Stationary Shooters fire Simultaneously
   2. Moving Shooters fire Simultaneously
   3. Stationary Shooters fire Simultaneously (a second time)
   4. Close Assaults
   5. Overrun Attacks
   6. Remove/Emplace Vehicle Smoke
E. Aircraft (optional)
   1. Movement
   2. Combat
F. Morale
G. Movement Phase
   1. Side B
   2. Side A
H. Direct Fire Combat (same as D.1 through D.6 from above)
I. Artillery
   1. Fire missions striking this turn will Impact
   2. Plot new fire missions
   3. Remove/Emplace Artillery Smoke
J. Morale

Movement - In phases C and G, movement takes place.  The two sides alternate who is the first mover, based on the Initiative dice at the beginning of the turn.  The first mover has 2 minutes (only) to move his Command Vehicles (the command vehicle for each unit).  Then his other vehicles in those units move to follow the command vehicle route.  Once the first player is done, then the second player only has 30 Seconds (!) to move his command vehicles.  Any command vehicles that do not move, mean that the other vehicles in their units will also not move that phase.
Movement rates are given for Road, Cross Country, and Rough Ground (wood, hills, mud, deep snow).  Recall that a Double Mover getst double the listed rate.  Rates are listed in inches on the vehicle detail sheets.

Armored Vehicles


Direct Fire (Tank and Anti-Tank) - Roll 1d20 per shooter, and see if they roll below the "To Hit" number.  The basic number to hit is an 11 (or less).  Modifiers to that basic number are here:

Situation . . .
+3 Consecutive Fire (same target)
+3 Automatic Weapons (small AA weapons, autocannons)
+2 Targetting a Building
+1 Range Finder (PzV-f, Nashorn, PaK36, PaK43, FlaK 18)

Target Is . . .
-6 Hull Down
-6 Entrenched
-5 In Dense Woods
-3 In Light Woods
-4 In Town
-4 Infantry
-1 Towed Gun
-3 Moving

Shooter Is . . .
+2 Short Range
+0 Medium Range
-4 Long Range
-2 Moving (without gun stabilizer)
-1 Moving (with gun stabilizer)
-2 2nd Shot, Same fire Phase, at a new target

Penetration

Take the Penetration Value of the weapon firing, based on range (short, medium, long), and subtract the armor value of the facing of the vehicle hit (Front, Side, Rear, or Top).  This gives you a number, which can be indexed on a Penetration Chart, to give the Number to roll, or less, on 1d20 to score a kill.  Otherwise the shot has no effect.  Rather than using the chart, you can calculate it easy enough - just add 5 to the penetration value, before subtracting the armor value.  The resulting number is your target to roll, or less, to score a kill.

Example: A T34, at Medium Range, is firing it's 76L41 gun at the front armor of a PzIVH.  Looking at the weapon chart for the Soviet Gun, we see that at Medium Range, it penetrates 11.  Looking at the PzIVH, we see that the front armor is rated a 7.  So, adding 5 to the gun's penetration value (11+5=16), and then subtracting the armor of the target vehicle (16-7=9) means that we have a chance of a 9 or less on 1d20 to score a kill, if a hit is registered.  In practice, very simple - lookup the range and penetration, and the armor value of the target.

Machine Guns - Vehicle machine guns do not affect armored vehicles in the game.  Larger calibre automatic weapons are listed on the regular vehicle charts.  Normal MGs however, do affect soft targets.  They roll with a strength of '5' on the soft target (i.e. Infantry) table - see below.

Catastrophic Kill
If the number to score a penetration is half or less than the number needed, then it is a catastrophic kill (for instance, in the example above the number needed was a 9 or less, so rolling a 4 or less would be a catastrophic kill).  This means that all crew, passengers, and equipment are also destroyed with the vehicle.  Also, place a burning marker on the vehicle, it now blocks line of sight.

Crew/Passenger Bailout
If a vehicle is killed, but not a catastrophic kill, then there is a chance for bailout by crew and passengers.  Roll 1d6, on a 1 or 2 all personnel are killed, otherwise they bail out.

Vehicle Smoke
Vehicles can (very limited basis) fire smoke rounds.  Pick a target and roll 1d6 for scatter based on range - Short (1,2), Medium (1,2,3), Long (1,2,3,4,5).  If it scatters, the smoke round hits 1 inch away in a randon direction.  It produces a line of sight blocking puffball.
Some vehicles have smoke dischargers - these produce a puffball 1 inch from the model of the vehicle, in the direction the tank is facing.

Spotting (optional)
Spotting rules give a ditance away that a target can be spotted.  It is based on whether the unit being spotted is stationary, in a prepared position (trench or pit), or moving - and also what type of target it is (vehicle, gun, infantry).  This ranges from unlimited range in the open to see a moving vehicle, to only 3 inches to see infantry in the woods or hills in a prepared position.  This is an optional rule, but tends to encourage more play with the terrain and maneuver.  Under these rules, you can spot through smoke, but only up to 4 inches on the other side of the smoke.

Infantry


Infantry vs. Soft Targets
(that is, other infantry units, and vehicles with a side armor of 2 or less) is handled by looking up the basic strength of the infantry unit firing.  This is for a single counter (the game recommends counters for infantry), representing a single infantry squad (usually 3 squads per platoon).  These squads are rated for the following types:
  • Infantry
  • Armored Infantry
  • Airborne Infantry
  • Armored Cav/Recon
  • Cavalry
  • Heavy Weapons
  • HQ Section
  • Crew

Each type has a strength value for the year and nationalities that employ those types (for instance, in 1941 a Soviet infantry squad has a strength of 4, but in 1943, a Soviet infantry squad has a strength of 6, representing better weapons/training/leadership).

Each basic type has an associated range, within which it can engage other Infantry.  For instance, basic Infantry has a range of 12 inches, but Cavalry only has a range of 8 inches.

Infantry vs. Infantry fighting - when an Infantry squad attacks another, there is a target number based on the terrain the target is in (the only modifier to this number, is if the target is moving, this number is increased by 1):
  • Open - 10 or less
  • Soft Cover - 8 or less
  • Hard Cover - 7 or less
  • Supressed - 6 or less
  • Entrenched - 5 or less

There is an infantry chart, so your actual number you roll is cross indexed with your squad's strength, to see if you either Supress or Kill the enemy.  In practice, it works very simple.

Melee Combat - Infantry ending in contact with enemy counters will fight melee.  Fights are determined by finding all the attacking (moving) counters that are touching a single defender counter.  Roll 1d6 per counter involved.  Any attacker that is less than a defender's number is destroyed.  Any defender that is less than an attacker is destroyed.  Ties are resolved as both destroyed.  So if multiple attackers go against one defender, the defender can beat all of them by rolling the highest number, otherwise as above.

Melee modifiers (to the d6 rolled) are these:
+1 Charging
+1 Cavalry
+1 Airborne
+1 SS
+1 Marines
-1 Crew
-1 HQ Section
-1 Entrenched
-1 Routing

Infantry Anti-Tank Weapons - A variety of anti-tank weapons can be employed by Infantry squads.  These include Recoil-less Rifles, Handheld Anti-Tank Rockets (Bazooka, PIAT, etc), Anti-Tank Rifles, and the experimental German X-7 Wire-guided Missile (was it ever really used?).  Each of these weapons has range (short/medium/long) and vehicle penetration rules.

Infantry Close Assault - Infantry attacking vehicles use the Close Assault rules.  An infantry squad that closes to contact with an enemy vehicle must pass a Morale test.  If it passes, it rolls 2d6 on the close assault table.  The variables on the table are whether or not the vehicle is closed top, and the terrain (open, wooded, urban).  A range on the 2d6 roll determines if the vehicle is killed.  That is the only result.

Other Rules


Artillery
Rules are given for artillery pieces on the table to engage in Direct Fire against armor units (ranges and penetration are given for different size guns).  Indirect fire rules are given - how long it takes for an artillery mission to arrive, what types of missions you can call (Point, Rolling Barrage, Creeping Barrage, Final Protective Fire), and what type of pattern it falls in (point/tight, or area/loose).  Rules for scatter of shot from the aiming point are given.    Finally, rules for HE rounds vs. infantry and soft targets (those with a side armor of 2 or less) are given.  Infantry are subjected to a chart much like small arms fire.  Vehicles are two, but hard vehicle targets (with a side armor over 2) are only affected very rarely (roll of a 10 exactly, on a 20 sided dice, and only for certain types of artillery).  In the case of artillery (HE rounds) there are column shifts to the left for being in certain terrain (entrenched infantry, woods, town, suppressed target, woods, etc).

Combat Engineers
Rules are given for combat engineers (placing and dealing with obstacles, such as abati, barbed wire, craters, dragon's teeth, tank ditches, and mine fields).  A discussion of, and rules on, different types of mines is present.

Aircraft
Rules are given for aircraft, with a view towards permitting supporting air actions that present ground support.  Detailed dog fighting rules are not present.

And that's it for the rules.  More on the Vehicle and Weapon statistics, in the next article.



So, what do I think of Jagdpanzer?  It is a game of it's time, but I do like how it abstracts some vehicle info (penetration and armor), and also how it keeps armor values to a minimum (averaging turret and hull, so that an armored vehicles has four armor values - front, side, rear, and top).  It plays fast.  The morale rules are playable, and give good results.

My only regret - and this is largely from memory (I will have to check the rulebook again) is that there is no mechanism for recovering from Suppression (that I recall). It might have been a preferred house rule, but I seem to remember that we would use either a Command Control roll or a Morale Test to recover from Suppression (I can't find where in the rulebook it discusses this...

Update! After talking with the author, I confirmed that it is a Morale Test that removes a Suppression result.

Overall, and in light of how well the many different branches of WW2 combined arms land warfare is - these are really great rules.  A nice high resolution (low aggregation) wargame simulating WW2 ground combat, and it covers everything in elegant ways, that is still fun and easy to play.

Tuesday, May 2, 2017

Wargamer's Guide to the English Civil War - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

I have mentioned my love for renaissance gaming in general, and the English Civil War period in particular, several times during this series of reviews.  This time, I would like to review a set of miniature rules that I came to in the mid 1980s, although they were first published in 1974 (a second edition came out in 1977, and that is the edition that I own).  These rules are the 'Wargamer's Guide to the English Civil War' by Bill Protz.  These are still available for sale on Bill's website, along with some of his other excellent rules.


Curiously enough, the first edition of Bill Protz' ECW wargaming masterpiece (i.e. - the volume I am reviewing here) came out in 1974.  It was published by the Myers and Zimmermann wargaming house of Z&M Publishing (Myers and Zimmermann were the lads behind the Angriff rules, and they went on to form a publishing house for wargaming rules - mostly from their neck of the woods up in Milwaukee).

The interesting thing about the publishing year, is that it is one year after the first appearance of Cavaliers and Roundheads, by Gygax and Perren (published by TSR).  From Bill's website, he got interested in the English Civil War, as a wargaming topic, because of Cavaliers and Roundheads (C&R), and also the availability of the Hinchliffe ECW figures.  I seem to recall that TSR needed cash for their new publishing idea, the Dungeons & Dragons boxed set, and that they rushed out C&R for publication in order to raise cash.  The English Civil War must have been a popular period at this time, to not only inspire two great rulesets coming out within a year of each other, but also to convince Mssrs. Kuntz and Gygax at TSR that they could raise capital from selling an ECW rule book.  But they did.  And, furthermore, the Protz book (WGECW) is still highly regarded, and as mentioned above, still for sale.


The English Civil War continues to be a very interesting topic for wargamers, as it not only features in generic, broadbased rules sets such as DBR and Field of Glory Renaissance, but also continues to inspire specific rulesets in popular series' such as Warhammer English Civil War (sadly, now out of print, like the rest of the Warhammer historical series), and Pike and Shotte from Warlord Games (which covers the broader Renaissance, but which has an ECW specific period book - 'To Kill a King' -  due for release the month that this article is being written).  Of course, it has been, and continues a period of interest for me, as well.  On to the rules . . .

WGECW is presented as a 5x8 booklet, 76 pages long.  The book is divided up, generally, into three sections: (1) is an introduction, which gives a very brief overview of the English Civil War, and also reasons for wargaming in this period, (2) is the section containing the rules themselves, and (3) is a series of appendices that introduce information about army composition, painting and uniform information, rules for fighting sieges, and other bits of extra information.  It is this third section that lifts this book from being just a tactical rulebook, to being a wargamer's guide.  C&R did this, somewhat, but not to the extent that Bill Protz has done here.

Initial Concepts
One thing to establish up front, is that the miniatures within the units don't really matter.  Well, that is to say, they matter because it is a miniatures game, and they matter because they bring the splendor and pageantry to the wargame, but they don't matter in the sense of combat being based on particular figures in contact, or even specifically how many figures there are in a unit.  What does matter, is the units CR or Combat Rating.  Now this is typically computed initially from the number of miniatures in a unit (and the point value of those miniatures), but it will change up and down with circumstance, and in fact, the initial CR of a unit might be increased by 25% if the unit is elite.  The unit's CR is what matters, in WGECW.  Combat effectiveness is based on the CR, and losses are subtracted from the CR (although the author suggests that miniatures be removed from a unit, in proportion to CR losses that the unit undergoes).
 The CR is calculated from points values of the miniatures in a formation.  This includes extra points for figures such as officers, flag bearers, and sergeants.  For a mixed formation, such as an ECW formation with a body of Pikemen, and perhaps two flanking bodies of Musketeers, each of those divisions would have its own CR calculated and recorded on a unit roster.

Scale and Unit Types
Game scale is given at 1 inch to 15 yards for the ground, 1 figure to 20 men for the troops.  Basic types of figures are foot, horse, and artillery.

Foot troops can be Open Ordered (such as skirmishing forlorn hope), Ordered (typical musket and pike formation), Double Ordered (half the depth of Ordered formations), or Close Ordered (tightly packed infantry, in order to defend against enemy cavalry).  Finally, there is the possibility of a Ring formation (like a hedgehog, or square formation).

Horse troops can be either Ordered (such as typical charging cavalry), or Open Ordered (such as dragoons or other cavalry, spread out in order to screen), or Caracole (designed to allow pistol fire and recall against an enemy unit).

The rules give basing sizes for troops, which generally doesn't change for the different ordering listed above, EXCEPT for Close Ordered Infantry.  In that case, the player is to remove half the stands of the unit from the table, but to record and remember what their CR is - they have just gotten denser.

Foot unit stands represent three ranks of troops, and Ordered and Close Ordered units are 6 ranks deep, so they should be two miniature ranks (or stands) deep.  Double Ordered infantry are only 3 ranks deep, so are only one stand deep (called Double Ordered, because by halving the depth, they double the length of the formation line).  Horse units and artillery have their methods of representing Ordering on the tabletop.  Open Ordered units, it should be pointed out, have the stands dispersed by a short gap between them - typical skirmishing formation representation.

Turn Sequence
The game turn is divided up into a sequence of events.  Since this is a game that practices simultaneous movement, it features order writing.  Regular readers of this blog will know my affection for simultaneous movement and order writing (similar to my affection for root canal).  When we played these rules, so many years ago, we would write general battlefield orders at the beginning of the game, and our specific turn orders were only changes to those, as well as announcing charges etc.  It helps to have a referee.

The sequenced events of the turn, however, are these:
  1. Both sides write down orders for their units.
  2. Both sides read out their orders, alternating who goes first every other turn.
  3. Moves are performed simultaneously according to orders.
  4. Skirmish Fire is assessed, and casualties immediately calculated and removed.
  5. Artillery Fire is assessed, and casualties immediately calculated and removed.
  6. Other Small Arms Fire is assessed, and casualties immediately calculated and removed.
  7. Melee is adjudicated and resolved.
  8. Turn is complete.

Morale tests can be triggered in any of the firing or melee events.

Movement
Movement is quite straight forward, and is based on some simple charts showing inches, based on the type of movement (and troop type) performing it.  There are some simple reductions and additions based on different circumstances (road movement, move and fire, direction change, etc).  There are some specifics to be followed if a unit of musketeers is going to be firing by introduction (that is, as the ranks fire, and are replaced from the rear, that they slowly move forward), or extroduction (the same, only the unit as a whole slowly moves backward, as firers run to the rear of their file).


Movement for cavalry is slightly more involved, although the chart is every bit as simple.  For mounted troops, the player must determine if the horses are trotting, cantering or galloping.   Rules are given about accelerating through these different states.  A horse, cannot, for instance, go from a simple stand-still to galloping in one move.  It must start at trotting, then the next turn can proceed to cantering, and finally to galloping.  As with foot troops, there are some simple additions or reductions based on circumstance and operations.


Finally, there is a similar table, with similar rules for artillery pieces of different sizes, and different situations.

Small Arms Fire
Once the type of fire (regular, introduction/extroduction, pistol caracole, etc) is determined, then the number of figures, and their CR, can be assessed.  The following procedure is used to determine the number of casualties (expressed in CR reduction to the target unit) is finalized.
  1. Determine CR
  2. Determine Range
  3. Toss 1 die
  4. Check Die Adjustment Chart for mods
  5. Cross reference die results with range, to get an Effectiveness Letter
  6. Cross reference the effect letter, and the CR firing on the Small Arms Casualty Chart, to get the casualty integer.
  7. Modify the casualty integer by modifiers on the final casualty adjustment chart.
  8. Take the final modified casualty integer, and multiply it by the point value of the target troops, and deduct the result from the target unit's CR
One final consideration, is that armored units (foot and horse) have a reduced calculus of how much total CR damage is inflicted.

Artillery Fire
The procedures for doing Artillery Fire, are somewhat different from small arms fire.
  • First,  determine your target, and then based on range there is a chance for the artillery shot to go awry.  If at short range, it is a definite hit, but at medium and long range there is a chance to miss.
  • Second, determine the ranks penetrated (light guns penetrate 2 ranks, medium guns penetrate 3, and heavy guns will penetrate 4).  
  • Third, for each rank penetrated, there is a one point casualty integer, and these are all summed up (so for 3 ranks penetrated, there is a total casualty integer of 3).  This is reduced by terrain (such as firing up- or down-hill).  
  • Finally, multiply the casualty integer times the CR of the troops hit, and reduce this from the target unit.  This total amount is reduced by half in a number of situations.
  • The final CR total is subtracted from the target unit's CR.
There are similar procedures for other types of shot (the above, is for regular round shot, that does damage by bouncing through multiple ranks of soldiers, and killing them).  Shot types include exploding shell and langridge (case, or hail) shot.

Melee
Not surprising, the CR system is core to how melee engagements are adjudicated in these rules.  Each side calculates their current CR (lots of modifiers, such as Horse vs. non-Horse gets multiplied by 125%).  Then, the winner of the melee is determined.  This is done by each side rolling 2d6, and multiplying the result by their unit's CR.  The high score wins the melee combat.  Now, casualties are inflicted as a percentage of the original CR (not the product of the CR multiplied by dice).  The losing side will deduct (from their base CR score) an amount equal to 25% of the winner's CR.  The winning side will deduct 10% of the loser's CR.  The loser then takes, and applies, a morale test.  There are rules for fleeing, pursuits, and how officers affect things.  That is it - it is easy to play out melee combat, and although the impact of multiplying your CR by a 2d6 roll at first blush seems like there can be a lot of variability, the actual casualties (CR deduction) and morale results are more important.

Example combat - Lets say a Royalist Pike and Shot unit, with 12 pikemen (including 2pt command figures), and 12 musketeers will have a total CR of 36.  It is facing a Parliamentarian unit with 8 pikemen and 16 musketeers, or a total CR of 32.  The Royalist player rolls a 7 on the dice, and a total of (7x36) or 252.  The Parliamentarian player rolls a 9 on the dice, and a total of (9x32) or 288.  The Parliamentarian unit wins.  The Royalist unit subtracts (.25 x 32) 8 points from it's CR.  The Parliamentary unit subtracts (.10 x 36) 4 points from it's CR.  The Royalist unit, as the losing unit, will have to test morale

Extras
The rulebook is about half full of appendices. The first few of these go over how units should be organized on the wargames table, and a short guide to painting and flags, as well as advice to the 15mm player (a new scale, for the most part, in the early 1970s).

But then the appendices get more interesting.  There is a subset of rules for doing siege games.  These cover the specifics of affecting fortifications and buildings, as well as rules for grenadoes and other siege equipment.  A series of six different classes of storming/sieging are described, as scenarios and what is to be done in each (as well as victory conditions, and how to represent that sort of siege on the tabletop).

There is a set of notes regarding the organization of armies and the proportion of units, etc, in the years of the First Civil War (1642-1646).  And finally, there are some blank and sample unit rosters (showing a clean way to record unit CR and orders/status).  Lastly, the book ends with a nice glossary of ECW military terms.


Assessment/Conclusion
I owned this book before I owned either Forlorn Hope or 1644 (both of which I played more than these rules).  In fact, the only renaissance/ECW rules I owned before these were the George Gush rules from WRG (and, eventually, Universal Soldier).  I only played these a few times, but I returned to the book for information about the period, and units, artillery types, etc many times over while in my early years of ECW playing.  This was one of those rulebooks that back then (in the 1980s) was in many of the wargaming shops I visited, and also on the rack at vendor booths at wargaming conventions. I saw it a lot, but unfortunately the people I played with did not use it.

One of the things I found disconcerting (more below, as I discuss this effect in regards to shooting) is the fact that the unit is kept track of by its CR, and casualties and effects are based on total CR engaged, and not individual stands or figures.  I understand the reason for this, with mixed units of pike and shot, but it seemed to introduce as many difficulties as it solved, see my comments below about shooting (both musketry and artillery).

The basic scale and representation of the game (in terms of figures per unit, movement and shooting ranges, and also turn/time sequence) works very well.  But for some reason, these rules never quite were the thing in the group I played with. I include it here, because of the impact the book had, and Bill Protz's excellent writing about wargames, not so much because I played it so often (I played almost all the other ECW rules mentioned in this review series - Forlorn Hope, Cavaliers and Roundheads, Universal Soldier, Hackbutt and Pike, and the forthcoming Gush rules and 1644 - more than I played the Wargamer's Guide to the English Civil War).  Eventually, I would get other resources on wargaming units and uniforms and army lists, etc (Forlorn Hope was excellent in that regard, but also great books from Caliver), but early on - this is the book that made me fall in love with wargaming the period.  Even if the rules in this book did not.

Pros/Cons for Musketry and Artillery
Okay, this seems (to me) to be a bit overly complicated, mostly because of the basic structure of WGECW.  The casualty integer is a number of enemy figures killed.  But the final step, of converting it back to points and then deducting it from the CR, is because of the requirement to discuss everything about a unit in terms of CR, rather than in terms of figures. 


I give the author (Bill Protz) the benefit of the doubt, because there are benefits of doing a unit as a whole, even when it is comprised of disparate parts (like pike, officers, halberdiers, and shot all in a large battalia, for instance).  That is always hard to do, and rules for the period (even the latest modern rules) always struggle hard in how to do hybrid units.  The CR system is an elegant way to do it, it just didn't appeal to the people I was playing with.

Thursday, March 9, 2017

Angriff! - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

This is a review of the Angriff rules, by Myers and Zimmermann, from 1968.  The version I have, and am reviewing (in particular) is the version I played just after high school, from the 1982 printed version.  While I only played these, by themselves, a little in the 1980s, I liked them, and would continue to use the infantry rules with other sets of tank rules, for a very long time.  Before I get into the detailed review, a little history and nostalgia about my history with WW2 rules and wargaming.


 World War 2 wargaming, has been a very large part of my wargaming experience from the beginning.  Before coming to miniatures and miniature wargaming, I started with board games that had a WW2 flavor, and also I had been an avid military model builder, mostly of US ground vehicles from WW2.  Moving into miniatures, my first foray was into Napoleonics, as described earlier in another review, and that gave way to medieval skirmish gaming very quickly (as something my co-gamers at the time were interested in).

However, my brothers and I, like lots of kids from that generation, also grew up on a steady diet of WW2 war movies and books.  So when the possibility of building some WW2 miniatures, and coming up with rules, came upon us, we used the plastic HO (including all the near-HO scales, 1:87, 1:76, and 1:72) models for infantry from Airfix and Atlantic, as well as all the many HO scale models we had built and painted.  The rules were based on my experience, at the time, with the Hinchliffe guide, as well as some books from the library on wargaming.  It seemed to me that these types of games, unlike the "obviously" much more scientific SPI and Avalon Hill games, could be written by an amateur.  So I came up with some rules.  They were simple.  Tanks moved 8".  Jeeps moved 12".  Infantry moved 4".  Shooting was by numbers of D6, and the number of 6s rolled were casualties.  A US Sgt with a SMG was by far the most dangerous element in the game (thanks John Wayne movies).

Moving forward, I got a little more interested in more formal rules.  I got a copy of Tractics, from TSR.  I really liked the first book - Tank and AntiTank, but it was just a little bit too much detail.  That remains true today for lots of people who encounter Tractics.






Moving forward, I tried some other rules sets, eventually (later on) setting on Overwatch, but in the meantime, I tried the Angriff rules and also the WRG 1925-1950 rules.  One thing I encountered early on was the fantastic magazine, Wargamer's Digest, from Gene McCoy.


The pictures of battles, and the fantastic tabletop scenarios and maps, along with Gene's system 76 order of battle system were extremely exciting, and one of the things that drove my interest in this period.  So when I got into Angriff, and saw the possibility of representing troops in a way similar to Gene's - with a single tank for a command vehicle, and then a tank representing each platoon, so a company might have a total of four models.  That works great for Angriff, and was the scale of gaming I wanted to do.  I never used a total of 30 miniatures on a stand to represent the infantry, as Angriff requests, but usually I would have a stand of three miniatures to represent a platoon or section.

The rulebook itself is divided up into (roughly) two sections.  The first, up to page 24, is the actual wargames rules.  This covers a variety of different topics:

  • Unit organization
  • Preparing for Battle
  • Movement of Forces
  • Sighting
  • Terrain Descriptions
  • Artillery Fire
  • Tank Fire
  • Small Arms Fire
  • The Melee
  • The Charge
  • Percentage and Direct Fire Tables
  • Engineers
  • Urban Warfare
  • Morale Factors
  • Odds-n-Ends

The second section is the set of detailed appendices.  This runs from page 25, through to the end of the book, at page 62.  This is an excellent set of charts covering not only the modeling of combat phenomena in the wargame rules (such as vehicle parameters, and weapon systems range and accuracy), but also things like typical order of battle charts for common organizations from WW2.  As a very useful resource from the time, there is also a list of manufacturers that make HO and Micro scale WW2 models.

Scale
So, as mentioned, the rules call for a 1-to-1 representation on tabletop by vehicle models, but using stands for infantry is recommended (a stand for 10 men is perfect).  However . . . as mentioned, most of the time when I played these rules, we used 1 vehicle for a platoon, when translating a historical OB or one of Gene McCoy's excellent scenarios.  That gets a little funky sometimes, but seems to work for most scenarios.

  • Ground scale is 50 yards to an inch.  (I can't find it now that I am looking, but I recall that in micro scale it is 100 yards to an inch).
  • Turns appear to be about a minute per turn (calculating backwards from the movement rates).

Turn Sequence
Angriff has each player roll 2d6, to determine initiative.  High roller gets to chose to be player A or player B in the following sequence.  Note, as you read through this, that phases 1 and 2, as well as phases 6 and 7 are each roughly simultaneous.  So, while player A does phase 1, then player B does phase 2, the results of those are simultaneous.  Everything else, happens when it happens.

  1. Side A moves 1/3 of its move, plus an additional 3" for all vehicles or men on roads.
  2. Side B moves 1/3 of its move, plus an additional 3" for all vehicles or men on roads.
  3. Artillery fire, if any, commences.
  4. Tanks or vehicle mounted weapons fire.
  5. Small arms fire, if any, commences.
  6. Side B moves the remaining 2/3 of its move (but only 1/3 if it has fired).
  7. Side A moves the remaining 2/3 of its move (but only 1/3 if it has fired). 
  8. Melee combats.

No movement plotting, no order writing.  The importance of moving first or second, in turn phases 1/2 and 6/7 is of course the psychology of giving away your intended position before your opponent moves, so it may be useful to move second (i.e. choose being Player B if you are high roller for initiative).  Equally, being player A could be important, it is up to the player.

Movement
As can be expected from the turn sequence, all movement distances (given in the rules by vehicle type; or a total of 6" for dismounted infantry) are divisible by 3.  So dismounted infantry can move 2" in the first move phase, and then 4" in the second move phase, if they did not fire.

Infantry that are dismounted, can also move an additional 6" at the end of a move, representing a forced march.  This takes place, simultaneously for infantry of both sides, following phase 8 of the turn (i.e. - after everything else, include melee combats).  An infantry element can only force march three rounds in a row, and then has to take a break of a Full turn with no movement.  If an infantry element force marches for two rounds in a row, then it has to take a Half turn rest.  Alternating force march with regular moves mean that no rest periods are needed.

What this 'force march' business means is that an infantry element can cover 12" of tabletop distance in a turn, by force marching (pretty good for most WW2 rules).  Also, while force marching, the infantry can fire, but only at half effect.

Terrain, in the game, is officially in four different types - Woods (which may be moderate/light or dense/heavy), Hills (which are assumed to be contoured, like "wedding cake" hills), Swamps, and Rivers (which come in 3 classes, or widths).

Loading a vehicle is handled very much like old school rules handled Artillery in horse and musket games.  Infantry in Angriff, as regards loading and unloading, can do any two actions.  These can be (1) loading, (2) moving, and (3) unloading.  The same applies to towed guns and equipment.  Large artillery can only be moved by heavy movers, not being manhandled.

Sighting
The typical sighting distance is 1750 yards, or 35 inches.  The game handles units that are out of LOS, or beyond sighting distance, by using poker chips to represent small groups of troops.

Looking into or through woods is even more limited (10" if looking  into moderate woods; 5" if looking into dense woods).

Rules are in place for how much can be hidden in a building, and how and where visibility markers are replaced by actual units, etc.

Artillery Fire
The rulebook covers barrage fire, but recommends against it for the scale engagements the rules are representing.  That never stopped a wargamer, however here I will cover the recommended use of artillery pieces in direct fire (and limited indirect fire, such as with a forward observer).

So, firing an artillery piece, or even a tank weapon, that is firing High Explosive rounds (rather than armor penetrators) allows the weapon to have an impact on crew members of towed weapons, and exposed infantry, within 2" of the point of attack of the weapon.  The effect is very simple, and is a number of casualties in that impact circle based on the caliber of the weapon.  If this kills all the crew of a served weapon, then the weapon is also considered destroyed (for game purposes).  Note that such fire is limited to the normal 35" sighting range.

Indirect fire, by using an observer, is allowed for any range up to the maximum for the weapon, as long as an observer is within 35" of the target.  The rules prohibit towed AT and AA weapons from firing this way, as they were designed and intended to work differently.

As mentioned, barrage fire is defined in the rulebook, for artillery assets that might be off board, but it is advised against because it is out of the scope for the engagements envisioned in the rules.  One of the interesting things about barrage fire in these rules is how simply it is handled (another mark for the elegance of these rules).
  1. Construct a grid like the one pictured here, on clear acetate (12"x18" for HO; 6"x9" for Micro).  
  2. Place the star over the aiming point of the barrage fire, with the top of the star pointing aligned in the direction of the barrage (i.e. - pointing away from where the firing battery is located).  
  3. Then roll 2d6.  
  4. If you are using a small battery (i.e. tubes smaller than 135mm), then the two numbers are the squares that are hit by the barrage.  
  5. If you are using a large battery, then those two numbers, as well as the sum of the two, are the squares that are hit.  
  6. If you roll doubles on the dice, then that is a bad barrage, and only the one square is struck (plus the sum, if a large battery).  
The book then gives a series of four charts corresponding to different artillery tube sizes (75-99mm; 100-135mm; 136-175mm; and 176mm and up).  The sum of the two targeting dice are consulted on the corresponding table, and it gives the total number of AFVs, soft vehicles (listed as trucks), and dismounted Men that are killed in each square affected.  Simple, and fast.


Direct Fire - Tank and Anti-Tank
Considering the era that these rules were first published, and the rarity (at the time) of percentile dice, the method that the rules handle percentage-chance-of-hit for firing direct heavy weapons is rather clever.  Also, consider that for most WW2 land rules, the bread and butter is the tank-on-tank set of adjudication rules - and for Angriff this is no different.  They work well, and that is what makes the ruleset memorable.

First, the chance to hit with a weapon is determined from national weapon characteristics tables (in the appendices) that give a basic chance for each range bracket, for each weapon type.  That basic chance represents the typical chance to score a hit, with no significant modifiers.

The possible percentage numbers (resulting from the weapons/range chart), along with the hit numbers for 2d6, are:

Percent
Chance
Hit on (2d6 scores)
78%2 3 4 6 7 8 10 11 12
72%3 4 6 7 8 10 11
67%2 4 6 7 8 10 12
61%4 6 7 8 10
50%2 4 6 8 10 12
44%6 7 8
33%4 7 10
28%2 6 8
17%4 10
11%3 11
6%2 12

Second, look up that percentage on the Percentage Table (above).  This will then give a number of results on a pair of D6 dice (2-12).  If those results are added up, the percentage is approximately the numbers represented on the table.  Scoring any of those numbers on 2d6 (with one of them being red, more later on that) means a hit is scored.

The simplest modifier for this is that if the weapon is stationary (i.e. - did not move this turn) then the number 5 (in the 2-12 spread) is also counted as a hit (if you look at the above chart, you will see that 5 and 9 are never regular hit numbers).  And if both the firing weapon and the target are stationary, then the numbers 5 and 9 are added in as hit results.

If firing at a concealed target, the first time firing at it, the percentage table drops one category.

Third, determine the effects of a hit.  If against a towed weapon, it is automatically destroyed.  If against another AFV, then the red d6 comes into play.  There is a hit location table, for direct fire combat. It is divided up into five columns, corresponding to the facing of the target vehicle that the hit came in on.  It can come in on the Front, Side, Rear, or Front-Side (front corner), or Rear-Side (rear corner).  Then, the red d6 is consulted, and a location is generated.  These include:

  • Gun Shield
  • Front Turret
  • Front Driver
  • Front Bottom
  • Track
  • Side hull
  • Side Turret
  • Rear Hull
  • Rear Turret

For each location, the national vehicle characteristics tables will give an armor thickness.  For each range bracket of a weapon, in addition to giving the accuracy of the weapon at that range, the amount of armor penetration is also given.  If the shot penetrates the armor, the target vehicle is dead.

Here is an example of the hit location chart.  Assume that the shot is coming in the front of the vehicle, and consult the red d6:
  1. Gun Shield
  2. Front Turret
  3. Front Drive
  4. Front Bottom
  5. Front Driver
  6. Track

This is a very elegant system, again from a time when percentile dice were not common.  Tractics, if I recall, tried to get away from a dice spread that was different from what you could easily do with d6s, and they used a random number generator that was based on 20 numbered chips in a bag, draw one to simulate rolling 1d20.

PzMkIV F1

Modification/Houserule: Rather than using the d6 system... you could just roll percentile dice against the number you have gotten from the weapon/range chart.  To this add 11% if  you are firing while stationary, and 22% if you AND the target are stationary.  Example: if you get 61% chance, then roll percentile dice, and on a 61 or less, you have a hit.  Of course you then have to roll 1d6 for hit location, and of course, that means that you will lose the charm of certain hit locations not happening on certain percentile rolls (because of how the 2d6 method works), but it means one less chart look up during direct fire adjudication.  This assumes that a modern wargamer could get, and want to use, percentile dice rather than the one pure die type - the sacred d6.

Example of direct fire AFV combat -
A Panzer Mk IV F1 tank is facing off, face on, against a T34 A.  The range is 1000 yards (20") and both tanks moved this turn.

The MkIV fires a 75mm/L24 gun, so we consult the German chart for that weapon, and find that at 1000 yards the 75mm/L24 has a 44% chance to hit and penetrates 51mm of armor.

The T34 fires a 76.2mm/L30 gun, so we consult the Russian chart for that weapon, and find that at 1000 yards, the 76.2mm/L30 has a 61% chance to hit, and penetrates 85mm of armor.

The firing is simultaneous.  According to the percentage hit table, the German tank will hit on 6,7, or 8 on the dice.  The Russian tank will hit on 4,6,7,8 or 10 on the dice.

The German player rolls, a 3 and a 5, with the 5 being the red dice.  A total of 8 means a hit, on location 5.  Looking at the Front table for hit location (above), we see that a 5 is the Front Driver position of the tank.  Looking at the Russian vehicle table, we find that the T-34 A has only 45mm of armor at that location, so the German gun (which penetrates 51mm) will score a kill.

The Russian player rolls a 5 and a 2, with the 2 being the red dice.  A total of 7 means a hit, on location 2.  Looking at the Front table (above), we see that a 2 is the Front Turret position of the tank.  Looking at the German vehicle table, we find that the PzMkIVF1 has only 30mm of armor at that location, so the Russian gun (which penetrates 85mm of armor) will score a kill.


T-34/76 A (1941)

Direct Fire - Small Arms
This system is, if anything, even simpler than the tank/anti-tank system.

It involves calculating the total number of firing points (from a chart) that are firing on an enemy target (which could be a single stand, a weapon team, a group of stands, or a vehicle).  These points come from infantry stands (1 pt per stand, if it represents 5 or more men), LMGs (2 points), HMGs (3 points), Mortars (2 points), and Flamethrowers (2 points).  there is a slight modification to the total number of points for the range.  Then 2d6 are rolled against a Kill Factor table, which gives a resulting number between 1 and 3.  Multiply the kill factor by the number of calculated points, and that is the number of casualties.  This is simultaneous.

If firing small arms at vehicles, the only which may be affected in this system are soft vehicles, and wheeled armored vehicles (such as armored cars).  Tracked AFVs are immune to small arms fire, in this sytem.  Against a soft vehicle, if the vehicle takes small arms fire, and that includes either rifles or MGs, then there is a 50% chance for a hit (roll 2d6, as above, with a hit on 2,4,6,8,10,12).  Further, if the results are either 2, 6 or 8, then it is a kill (otherwise a disable).  Against a wheeled AFV, this chance drops to 33%, so a hit is on 4,7,10.  No chance to kill a wheeled AFV, only disable it.

Close Combat
As with Small Arms fire, the close combat system is interesting, works well, and is based on a number of points of Attackers vs Defenders.  Infantry is easy, with 1 point per man involved in a close combat.  Vehicles get points for thickness of armor, and also for the number of machine guns.

The procedure is to add all the points for each side in a melee together (Note: a melee is when a group of attackers end their last move of the turn within 1 inch of the defender - this makes for an interesting twist on the turn order - in order to be the attacker you have to be Side A).   Compare the two points totals, and derive a ratio.  The attacker must have at least 1-2 odds in order to attack.  Then the attacker rolls 2d6 on a Melee Effects Table, and it gives a resulting letter.  Look up that letter on the Melee Losses table, and you will find what percentage of Attackers or Defenders have died, in terms of the points for their side.

The results on the loss table will be a percentage of loss for each side, and an indicator of which side (attacker or defender) has to retreat (which is a full move for vehicles, and Infantry must retreat 18" or to the nearest supporting unit).

Charging
Units can charge into combat, which they announce at the start of a turn, then move.  Vehicles get a whole move, and infantry gets 9".  If contact is not made, then the unit gets no further move that turn, but can engage in small arms fire at half effect.

If the charge is successful, then both sides can (possibly - 50% chance) engage in small arms fire before the melee.   This is at point blank range, and the chance is determined by rolling 2d6 (again, the percentage table is consulted, so at 50% success is at a 2,4,6,8,10,12 on the dice).  If this is successful (each side rolls separately), then the Defender can fire at full effect, and the Attacker can fire at half effect.  If the Defender is successful at the 50% test, then he may also introduce reinforcements from units within 6".

On turns after a charge, infantry can only move 2" and vehicles only 1/3 of their normal move.


Extras
The rules cover a number of extras including the following:
  • Engineering (including entrenching, vehicle repair, laying bridges, demolition, mines and obstacle breaching, and laying smoke).
  • Urban Warfar
  • Morale (which affects campaign moves and committment to combat)
  • Weather
  • Capturing equipment

Thoughts
As you could probably tell from my review of the rules' sections above, I am a big fan of Angriff.  Yes, there is the problem of having to consult four different tables for each AFV firing (weapon table for the firer's chance and penetration, percentage table for dice chance, hit table for location, and target vehicle table for armor).  But this is no different from other rule sets.  Consider Overwatch, very similar.  But Angriff plays fast, and it gives great results.  It was relied on by the gaming groups I was in for many years as a means of providing reasonable Infantry (and other small arms fire) adjudication for other tank-centric games (like the already mentioned Overwatch).

Some of the problems in the system are the problems of scale - in some places, the scale is different for HO (or more commonly these days, 20mm or 15mm in addition to HO) and Micro scaled vehicles and ranges, but it is never clearly laid out (like the 9" move for infantry charges - is that only 4.5" in micro?).  But these are minor problems, and could easily be settled on by a group as a set of rules by practice, rather than rules as written.  It lends itself to all sorts of additional house rules (aircraft, parachuting operations, landings, etc) - but in the end it is a very solid set of move and shoot rules for armor and infantry, with reasonable artillery rules that play fast.

More modern rules might do things differently - for instance, I love the command and control rules in Blitzkrieg Commander.  Other rules might introduce a random factor for penetration (such as in Firefly, if I recall).  But as written, for a nice evening game, or a convention game where you want your gamers to know the rules after just a turn or two Angriff is still excellent.

My own house rule suggestions
  • Angriff works great if you prepare vehicle information cards for each side, or a  simple vehicle information sheet, that has the vehicle and weapons stats JUST for the platforms used in your particular game.
  •  Add in an extra factor to small arms and close combat for command stands/vehicles.
  • Use the percentile dice system (described above) instead of the Percentage Table.