Showing posts with label Platoon Forward. Show all posts
Showing posts with label Platoon Forward. Show all posts

Friday, January 30, 2026

Tactics II Campaign - Xenos Rampant - Go big or go home.

Campaigns.... I can't be the only one to run into the continuous problem, people lose interest or the games gravitate to huge battles beyond the scope of single evenings.

The Tactics II campaign has resulted in some great games mostly one formation a side, In the centre of the map the battlefield has been in deadlock as multiple units formed up to block one another...
Until now, with the Allies launching a push across the river.

Over the months we have tried Chain of Command, great for smaller games, Bolt Action for the scale up Company games, we have been playing a lot of 'rampant' games recently and a conversation turned to see if they would be suitable for fast play WW2... Let's see.
Taking the point values of a Bolt Action platoon V2 and comparing to Xenos Rampant gives a point value of 25 BA to 1 point in XR.

On with the game.

A combined Allied Armour and Veteran Infantry force attempt to breakthrough the German defences. Using the Platoon Forward for the terrain layout and scenario the already battle ravaged Germans need to defend the listening post.

The Germans had a platoon of Infantry and an 88mm AT gun against a range of Allied armour.

The Germans classed as heavy infantry opened up on the advancing British forces, inflicting casualties on the advancing infantry who were pinned and damage to the Matilda.

Looking to swamp the German lines a squadron of Vickers rushed forwards providing them with multiple targets.

The Allies cleared the wadi advancing on the entrenchments slowly chipping away at the defenders who put up a solid defence with the heavy weapon bonus representing the increased rate of fire for the MG34.

To the front of the village a section of Bren Carriers broke cover and headed for the village only to be countered by off table artillery that pinned the infantry rushing forwards in the open.

On the left flank the Axis AT rifle that had been chipping away at the slow moving armour finally ran out of luck showered with HE and then assaulted by charging infantry.

The Infantry screen was broken, a Bren fell victim to the 88.


However multiple MMG's from the Vickers and remaining Bren's caused the crew to abandon the gun. The German's remaining forces fall back.

A cracking game, Xenos Rampant played really well in WW2 setting, a couple of tweaks are needed to some units to make them better reflect their natural style of play on the tabletop. Game play was slick and we had a proper result in 3 hours... 

On the campaign map the Germans are pushed back from the river line with the shattered defenders down to 345 BA points or 14 XR points.

The allies lost a similar number of points but they had out numbered the Germans by around 3:1

A hole had started to open up in the German lines which would be need to be plugged but where from as they where under pressure across the line.

Looking forward to the next game and more rampant.

Monday, December 08, 2025

Mr Babbage in the Crusades - Solo Rule Mechanism.

Lots of travelling of late, but it gave me the opportunity to worth through some ideas around the unit generation for the Outremer games on the assumption that all players took a role of the Christian forces. Based on Daniel Mersey's - The Men who would be kings Rules for Mr Babbage, with a blind placement from Joe Legan's Platoon Forward.

Mr Babbage in the Crusades

When determining what enemy forces are being faced use the number of regular units in the Christian force to generate the number of ‘blinds’ in the Arab force, the only variant to this is that for each Elite units in the Christian force this generates two ‘blinds’.

Blinds are placed on the table based on the scenario generated.

The blinds should be placed representing the opposing forces placed in the best possible position on the table to defeat the Christian forces. You won’t known what these forces are until rolled, this creates a challenge that tough terrain might be lightly defended or other areas you face overwhelming concentrations of enemy forces.

During the game each ‘Blind’ is diced for when spotted within 24” of the opposing unit. This should encourage the scouting of terrain with light cavalry or skirmishers. Only unbattered units are able to take this test.

Arab Deployment.

At any point 1 General may be added to one Arab deployment.

Dice Roll

Outcome

Positioning

 

1-2

No Arabs appear in front of your units appear this turn.

 

Too far away to be placed on the table for now.

 

 

3

1 Arab Unit

Roll for type.

1-4 Spear

4-7 Bow/Skirmish

8 Warriors

Roll Another Dice.

1-6 Stay in Position.

7-8 12” towards closest Friendly unit if none stay in position. But not within 12” of an enemy unit.

 

 

 

4

1 Arab Unit

Roll for type.

1-2 Spear

3-4 Bow/Skirmish

5 Warriors/Elite Foot

6-7 Light Cavalry

8 Heavy/Elite Cavalry

Roll Another Dice.

1-6 Stay in Position.

7-8 12” towards closest Friendly unit if none stay in position. But not within 12” of an enemy unit.

 

 

 

5

2 Arab Unit

Roll for type.

1-2 Spear

3-4 Bow/Skirmish

5 Warriors/Elite Foot

6-7 Light Cavalry

8 Heavy/Elite Cavalry

Roll Another Dice.

1-4 Stay in Position.

5-6 12” towards closest Friendly unit if none stay in position.

7-8 12” towards closest enemy unit if skirmish or bow armed light cavalry others stay in place.

 

 

6

2 Arab Unit

Roll for type.

1-3 Light Cavalry

4-5 Medium/Heavy Cavalry

6 Elite Cavalry

Roll Another Dice.

1-4 Stay in Position.

5-6 12” towards closest Friendly unit if none stay in position.

7-8 12” towards closest enemy unit if skirmish or bow armed light cavalry others stay in place.


Arab Actions

Roll on the following chart to decide outcome, an activation roll is still required but a failure does halt the Arab turn.

Dice Roll

Outcome

Positioning

 

1 or less

 

Slink away

 

Remove from play (Roll immediately on Babbage Table 3)

 

       2

 

Act with Caution

Missile units advance to within missile range. Skirmish troops may skirmish forwards if within range.

Others remain in place.

 

3-4

 

Advance

Missile units advance to within short missile range.

All others move forwards with a move action but will not contact.

 

 

5

 

 

Charge!!!

Missile units advance to within short missile range, remaining stationary and shoot if already within range.

All others move forwards with a charge action if within range if not move towards nearest enemy.

 

 

 

6+

 

 

 

Charge!!! Religious fervour.

Missile units advance to within short missile range, remaining stationary and shoot if already within range.

All others move forwards with a charge action if within range if not move towards nearest enemy.

If outside of 12” may add +D6” of movement to their move.

Dice Modifiers

+1 If able to contact Christian Unit.

+1 If Arab Elite Unit.

-1 If Arab unit is outnumbered by their opposing unit or a lower status if the unit sizes are equal if within charge distance.

 Arab Recycling

Dice Roll

Outcome

Positioning

 

2 or less

 

Bye Bye!

 

The Unit won’t take any further part in the battle remove from the table.

 

       3-4

 

Gone but not forgotten

The Unit my re-enter the game at a later time add a further blind on the table behind the most rear blind or Arab unit if no blinds are still in play.

 

5

 

 

Same Idea different place!

The unit re-enters the table on a random table edge using a direction arrow (must be a minimum of 12” from Christian forces). If unable to do so roll again next turn.

 

6+

 

Back for more.

 

The unit re-enters the table 12” immediately behind where it was forced to slink away.

(If this takes it out of play counts as bye bye.)

Dice Modifiers

+1 for each unit the first time it tests for removal/return.

-1 For each unit the Arab player has already said ‘bye bye!’ to in this game.

-1 For each Arab unit destroyed.


Thursday, August 14, 2025

Tactics II - Campaign Allied Battle 3 - "Dust up in the Wadi"

Continuation of the Tactics II campaign and a useful way of joining up the odd games. Several months ago the British launched their assault which resulted in 3 games, finally the last game of the set.

On the battle map the allied forces had the choice of Allied Armour as their selection with supports from a veteran Mountain Unit, Up against a German Axis Armoured unit selection.

Using Platoon Forward the scenario was a Point Recon Battle - Not quite the clash of armour I was expecting. 

The random force roll gave the Allies 2 Vickers Light Tanks, an MMG plus a Mortar Barrage not a bad haul but it did give the Axis forces plenty of blinds to position across the front.

The table presented an interesting predicament for the allies on the far left was a string of minefields and wire, with a wadi running through the remainder of the table, plenty of places to hide multiple German units. The main objective was the wadi crossing.

None of the options looked great for the Commonwealth forces so with limited options they decided to go straight down the middle. Under the cover of a Mortar Barrage which pinned a German section.

This allowed the allies to push on to the through the limited greenery still unsure on what they were facing.


They found their way blocked by a fixed MMG which ripped through the Infantry who dived for cover, it took the arrival of a Vickers Light tank to supress the MMG.


The Indians itching to get into the action fixed bayonets and rushed the gun position over running the crew and getting into the wadi.


The Germans had one last roll of the dice a 'C' Class blind in the hope it will be the long awaiting German armour - bad news it was a flaming lorry :-(

Game over.

A short but fun game, easing my opponent into Chain of Command.

The loss of a section and an MMG team for the German's who were forced to fall back on the map, with limited losses for the Allies.

Let's see what the Axis initiative will bring.

Saturday, July 26, 2025

Tactics 2 Campaign - The probe at El Habira

After the last short encounter, I did not want to waste the table, so linking it back to the Tactics 2 campaign an opportunity to knock over one of the outstanding games and the battle around El Habira the British had pushed into the town and the Germans saw the opportunity to counter attack.

After the last game taking a core platoon a side, I rolled for additional support for each side. The British had been busy and anticipating a further German attack had thrown up some wire on the exposed left flank and a mine field on the right.

The patrol phase feel worked out well for the Germans with jump off points on both flanks of the village, Infantry massed on the lift, while mortar team peppered the village from the left.

The commonwealth infantry were pinned at the rear of the village scrambling to get to fighting positions.

The Afrika Korps set under the cover of the barrage and rushed towards the outskirts of the settlement.

The Germans were not to have it their own way a section of Indian troops had made it into the lead building and poured fire into the advancing Axis forces. The Germans dived for cover from the Indian fire.

The Germans were caught in a cross fire from an emerging section near the oasis.

With the first section under pressure and pinned down, the second German section assaulted the Indian position, driven back on the first assault, they called down mortar fire and went again finally forcing the Indians back. 

With the main building vacant, the Germans set about moving through the other buildings slowing driving the British forces from the village.

A hard fought victory for the Germans, the village was in Axis hands but at the cost of a couple of valuable sections. 

A fun game lasting quite a bit longer than game one. Nor the paperwork challenge of converting two damaged Chain of Command sections to Bolt Action points. 

Sunday, September 29, 2024

Allied Turn 4 - The Allied hammer blow falls.

Allied Turn 4

Things are hotting up in the Tactics II campaign with engagements taking place across the front (normally the breaking point of most campaigns with more games than time allows.) 4 battles to play out this round..


Starting from right to left the Allies look to break out from the recently captured port of Karalaan but found there way unhindered by a solitary Infantry formation they would need to pushed aside. Rolling for a scenario within Platoon Forward - A platoon attack is called for against a defensive position. Heavily outnumbered this could be a short lived battle for the Axis defenders.

Similarly in the centre the blue forces/allied army was pushing up from the centre catching the Axis forces who had crossed the river and were screening the city, they had failed to activate to fall back and have been caught by three times their number.

The third battle is an all armoured affair with both sides under taking a point reconnaissance and finally on the left flank allied forces continued to face off against each other, a veteran mountain unit had cleared the pass looking to cut off the Axis forces at the river, but have out stripped their supporting units.

On the far left the allied forces have pushed down the mountain road and were on the outskirts of El Habira generating a Battle (Type N) Defence against flank attack.

On with the first battle and a challenging clash. The Italian defenders who were outnumbered 3:1 but were confident in taking a chunk out of the allied attackers. The terrain fell nicely for the red forces with a village and rough ground all sitting on their side of the table. The Allied forces would need to clear open ground to reach the defenders.

We are a small gaming group and you get to know how people play, however every now and again you can be surprised by players actions and this was one of those occasions.

With a road running into the cluster of buildings the British player put is foot down and headed straight for the village neither side knew the exact numbers they are up against.

Turn one and the Italian defenders open up turning the lead lorry into a burning wreck with the occupants scrambling into the scrub.

However having sprung the trap the remainder of the allied column bypassed the first wreck and pushed into the village, the small number of defenders were unable to stop the charging lorries.

The allied attackers spilled from the backs of trucks and set about the defenders. Quite a bold move and not one the Italians had expected.


On the right flank more allied troops entered the fray, they were brought under mortar fire but it did not stop their advance as they looked to envelope the village.


In the centre the Italians were flanked as the allies leapt from one house to the next.


Finally Italian reinforcements entered the table but the village was already in allied hands, the Italians looked to open up on the speeding transport but far off a solitary Matilda fired a 2 Pdr round which sent the Italian tank to go Down.


Boom and a second shell brews the first tank. The second tank had had enough and retired from the table it's Force Morale broken.

A short but bloody affair the Italian formation was all but destroyed as a fighting force and will need to be reconstituted in the replacement zone as an inexperienced unit.

On to the next encounter and hopefully a more balanced battle.

Tuesday, September 10, 2024

Tactics II - Turn 3 Axis - Game 6 Spotters Ridge.

After being mothballed over the summer months the Tactics II Desert Campaign kicks off again, thanks to my good gaming buddies who indulge my map movements and come along to roll some dice, the games take on a new meaning when their is a little more of a back story.

A few miles outside of Karalaan the 1st Parachute brigade are holding the road looking to stall the Axis advance.


The German Armoured formation having been slow in mustering is finally pushing forward looking to counter attack and recapture the costal city where the allies have been shipping in reinforcements the Axis force need to put them under pressure before they can breakout.
Using Platoon Forward the mission is Hasty Attack which orders the German to breakthrough the British lines who are holding a rocky rise and the only pass on route to the city.



Both sides were given the aerial photo showing the ridge and the road rather than blinds both sides were given their available points to spend, but are also provided with the option of additional support should they pass the various rolls. The allies had a positive roll on the support table and were able to deploy a stretch of barbwire to cover the road this would be deployed after the Germans had announced their table top plan.

Hidden amongst the scrub and rocks the allies awaited the advance of the Germans. A glint from the spotter reveals his location as he ranges in on the advancing column.

The Armoured Car moves up the road but is brought under fire by the allies bringing down mortar fire and an off board 25 Pdr. A lucky strike and the A/Car is immobilised. The German infantry scatter. Not the best of starts the curse of freshly painted units strikes again.

The German armour swings left across the desert plain, still no sign of the Allied defenders. They break into the compound the locals having left hours before.

The Germans fan out and head towards the ridge line Pz III's and infantry advance forward.

Shells land amongst the advancing Germans as they moved swiftly to secure the ridge line still no sign of the defenders.

Unable to wait any longer the Allied forces opened up on the advancing Axis forces killing a number of the attackers, the armour responds sweeping the line, artillery shells burst amongst the ridge line. The casualties start to mount.

The clock was ticking down the Brits start to drop from the firing line seeking shelter on the reverse sloop having kept the Germans at bay for as long as possible. At this point the British as well up on points.

No one was certain what happened next the allies ahead on points decided to fall back on the table, they only have two parachute formations in their roster and they may be needed elsewhere but in a fubar moment the Infantry falling back from the German assault bump into the Captain moving forwards, words were exchanged and burst of fire and the officer is killed. A costly loss of 75 points on game night just as the clock struck 11.00 pm.

A hard fought battle with losses at 145 Brits to the Germans 135. The allied forces fall back on the map but are forced to swing right to avoid the enemy forces on their flank, despite a hard fought effort the road to Karalaan is open.

Next up the Allied initiative and an opportunity to counter the German attack.

Saturday, June 29, 2024

Tactics II - Turn 3 Allied - Game 5 Shoot and scoot.

Another game in the Tactics II campaign rather thin on Pic's I am afraid - The sign of a good game.

The allies were feeling confident they heavily outnumbered the Italian defenders as they pushed forward towards the main front. 


The Italian were already at 3/4 strength and were out numbered by at least 2:1 together with Headquarter support but they had rolled well on the scenario table - Ambush an the terrain was in their favour.

What seemed like an endless stream of allied troops snaked their way on to the table, looking in the dice bag there seem to be very few red dice for the Italian side, troops hugged the terrain in ambush awaiting their moment.

In the forward position the Italians waited.


The first Indian troops reach the killing zone and were wiped out to a man - that's 120 points in the favour of the Italians.

Protected by the mud wall they were proving difficult to winkle out even with the introduction of the A10 a risky move as anti-tank and Auto Cannon rounds narrowly missing it, that would have been expensive.

Many of the Italians were quite a way back, forcing them to bring forward the Armoured Car - The A10 fired and boom!!! - suddenly it was game on 105 points for the allies.

Turn 5 came and by now the Italians in the village were providing covering fire allowing the defenders to fall back slipping out of the walled field before the allies could mass enough troops. A few Italians fell scrambling over the wall, whilst the allies saw a number of casualties from a nasty sniper somewhere off in the distance.

Losses 205 allied to 165 axis an unlikely Axis victory. The allies are forced to fall back.


Initiative switches to the Axis but activation orders were poor and the Italians above were unable to withdraw which may make the next turn rather nasty for them.

As stalemate continues on the right flank reinforcements make their way up from the rear area for the Axis forces, there are sure to be some large fights ahead. The only significant engagement is the arrival of the Germans and elements of 1st Panzer Division who are looking to break through the allied parachute screen who is blocking access to the port city of Karalaan.


So next up an interesting encounter as the Germans hit the landing fields - quite telling the random roll with Platoon Forward is a Platoon attack - Take and hold a settlement on the main road to the port - To win the game.

Let's see if the Axis willing streak continues.