Campaigns 135 – D-Day Through German Eyes

21 PzD Assault Pioneers and Recce Battalions form a rearguard to allow 192 PgR to withdraw.

The 3rd (British) Infantry Division (3 (Br) ID) formed a rearguard at Dunkirk and was the first to land on Sword Beach on D-Day, supported by 1st Special Service Brigade and 41 Royal Marine Commando with Centaurs and RE Churchill AVREs. The division’s artillery were all M7 Priests with M10 tank destroyers in the anti-tank regiment.

It landed on a single (8 Bde) brigade frontage and consequently suffered congestion with the lead infantry setting off unsupported by armour, which allowed 736 Infantry Division (736 ID) – a static Bodenstand division, to delay it longer than might have been the case, preventing CAEN from falling on D-Day.

3rd (Canadian) Infantry Division (3 (Cdn) ID) fared rather better on a wider frontage, meeting stiff resistance, but overcoming it and pushing inland in good order.

21st Panzer Division (21 PzD) is a subject of great interest to wargamers as it contained a large number of reconditioned and converted French armoured Vehicles. Jose Paixo of JP Wargaming Place has a splendid 20mm division that its worth looking at. As with all good wargamers he has been guided by what is available, what he can convert and what is “Close enough.”

Renault UE Chenilette used as an impromptu ambulance.

The pictures likewise show my own substitutions of kit for what I had on the night, as I was researching up to the last minute and beyond, trying to piece together who was equipped with what. Our game ran pretty much along historical lines, which was gratifying for me! The casualty score at the end of the game was roughly Allies 20 casualty equivalents and Germans 15. The Allies were able to spread their casualties evenly by prompt reorganising but the Germans lost several units, especially amongst 736 ID.

German casualties (Skulls) below and Allied above. Score 20.5 German vs 15 Allied. Two hits equal one casualty.

Scenario Rules

  1. To simulate the confusion and counter orders on D-Day I restricted the German Panzers from moving until around the 4th turn, ordering them north to CAEN. I likewise restricted 3 (Br) ID from moving any vehicle off the bridgehead until the German armour moved. It made for a fun scramble.
  2. To simulate Becker’s shoot and scoot tactics, I allowed him to move after firing to avoid return fire.
  3. For the first play through, I omitted any Allied air or naval support.
  4. There is a strong case for making 21 PzD Conscript as it had been recently reformed with little chance to train as a formation, but I made it regular as it seemed to have held its own on the day.
  5. I allowed one heavy (Te3,Hd) fortification to the Germans, with everything else being a normal medium upgrade for dug-in infantry. I think if naval gunfire comes into play, everything will go up a grade.
  6. Allowing units to remove OOA markers at the end of the move without being in contact with a log vehicle makes things too easy, so this player proposed change has not been adopted (Rule 3.1.6)
  7. Allowing subunits to reorganise if in contact or line of contact with their own subunit commander works and will be retained (Rule 3.1.7 and 10.4)

German Orbat

21 PzD 200 StuG Major Becker in a BPM sIG 33 German Stand-in for a Lorraine 10.5 cm SPG.

716 ID Defending Omaha beaches (Not present in this scenario)

1 x Commander Generalleutnant Wilhelm Richter (Com1,Con,Ld), 1 x Sig HQ (C2,Con,Ld), 1 x Div Logistic Ko Horsedrawn (Log3,Con,Ld), 1 x Motor Medical Ko (Med3,Noncom), 1 x PzJäger Bn Self-propelled (SP) or towed 7.5cm Pak (S2,Con,Mad) – possibly a Marder I. 1 x Motor Pioneer Bn (E3,Con,HaLd), 1 x Bicycle mounted Recce Battalion (R3,Reg,Lad) 1 x Ost Battalion (F1,Green,Lad)

1716 ArtR

1 x Battalion of horse-drawn 10 cm leFH 30(t) (S2,Con,MaLd), 1 x Battalion of horsedrawn 10.5 cm leFH (S2,Con,MaLd),1 x Battalion of horse-drawn 15 cm sFH (S2,Con,MaLd),

Panzerjäger-Abteilung 716

1 x 7.5 cm Pak 40 (S2,Con,Mad)

726 IR and Ost-Bataillon 439 Defending Gold Beach and Omaha Beach (vs 1st and 29th (US) IDs) (Not present in this scenario)

1 x Commander with 7.5cm sIG or mortar (C2,Con,MaLd), 2 x Grenadier Battalions (F2,Con,Lad), 1 x Grenadier Battalion bicycle mounted (F2,Con,Lad), 1 x Ost Battalion (F1,Green,Lad)

736 GrenR Defending Sword and Juno Beaches (vs 3rd (Br) ID and 3rd (Can) ID)

1 x Commander with 7.5cm sIG or mortar (C2,Con,MaLd), 2 x Grenadier Battalions (F2,Con,Lad), 1 x Grenadier Battalion bicycle mounted (F2,Con,Lad), 1 x Ost Battalion (F1,Green,Lad), 1 x PzJäger Bn Self-propelled (SP) or towed 7.5cm Pak (S2,Con,Mad) – possibly a Marder I.

21 PzD

1 x Comd mounted in Kubelwagen or Staff Car or BefehlsPanzer Pz IV (C1,Lad), 1 x Signal HQ Softskin or Armoured Car [A/C] (C2,Ld), 1 x Self Propelled or towed Flak (S3,Lad), 1 x 15 cm Lorraine Schlepper (S3,Reg, MaLd), 1 x Recce A/C (R3,Lad)

1 x Comd Panzer IV (C3,Mad), 1 x Panzer IV (F3,Mad), 1 x Somua S35 (F3,Mad), 1 x Recce (R3,Reg,LAD), 1 x Log, 1 x Med, 1 x PzJa Bn H-38 7.5 cm SP Pak (S3,Reg, Mad), 1 x Pz Engr Bn Sd Kfz 251 Flammenwerfer (E3, Reg,MaLd), 1 x Flak Bn P-107 2 cm Flak (S3,Reg,Lad), 1 x Lorraine 10.5 cm SP gun (S3,Reg,MaLd)

192 PgR (Kampfgruppe Rauch)

1 x Comd in Sd Kfz 250 or Horch (C3,MaLd), 1 x P-107 Armd halftrack (F3,Reg,Lad), 1 x P-107 Softskin halftrack (F3,Reg,Lad) – Mad if operating with Pz or StuG

Allied Orbat

3rd (Br) ID – Sword Beach

1 x Comd in Jeep (Com1,Ld), 1 x Sig HQ Morris c4 mk2 wireless truck (C2,Ld), 1 x Universal Carrier (R3,Reg,Lad), 1 x Churchill AVRE (E3,Reg,Had), 1 x M10 (Achilles 17 pdr or 76.2mm?) Tank Destroyer (S3,Reg,HaMd or Mad),1 1 x Bofors 40mm AA + FAT (S3,Reg,Lad), 1 x Med (Med3,Noncom), 1 x Log (Log3,Reg,Ld)

8, 185, 9 IBde

3 x Bde Comds (C3,Reg,MaLd), 9 x Rifles (F3,Reg,Lad)

27 ArBde (from 11 (Br) ArD) – Staffs Yeomanry, E Yorks Yeomanry

3 x Sherman Duplex Drive (DD)

3rd (Can) ID Juno Beach2

1 x Comd in Jeep (Com1,Ld), 1 x Sig HQ Morris c4 mk2 wireless truck (C2,Ld), 1 x Universal Carrier (R3,Reg,Lad), 1 x Churchill AVRE (E3,Reg,Had), 1 x M10 (76.2mm?) Tank Destroyer (S3,Reg,Mad), 1 x Bofors 40mm AA + FAT (S3,Reg,Lad), 1 x Med (Med3,Noncom), 1 x Log (Log3,Reg,Ld)

7, 8, 9 IBde

3 x Bde Comds (C3,Reg,MaLd), 9 x Rifles (F3,Reg,Lad)

10 ArmR (Sp 7 Bde), 6 ArmR (Sp 8 Bde) and 27 ArmR (Sp 9 Bde)

3 x Sherman Duplex Drive (DD)

Footnotes

  1. 124 Achilles were available on D-Day, the remainder were standard M10s https://en.wikipedia.org/wiki/17-pdr_SP_Achilles [accessed 3/6/2026] ↩︎
  2. https://en.wikipedia.org/wiki/3rd_Canadian_Division#Juno_Beach,_D_Day ↩︎

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A Grand Day Out 052 – Campaign and Partizan

The NQM WWI game in progress. Chris, the chap on the right, played his first ever game of DBA against me in Coventry.
The game in progress at Campaign 2026. Chris, the chap on the right, played his first ever game of DBA against me in Coventry.

We had three grand days out with Graham’s WWI Ronssoy game of the Brigade containing 6th Northamptons in the final 100 days of WWI. We used NQM with scenario tweaks to simulate the need to hug a creeping barrage. The first weekend was Campaign covering two days in the Milton Hall in the Milton Keynes shopping centre.1 This is the only show that we attend where normal members of the public come into contact with wargamers. In the main, we come over as a surprisingly friendly bunch, with the honourable exception of a member of the Bedford club who, when asked a question by a member of the public, brusquely told them to “read the sign”. Way to go, bro!

Graham, showing Jules how officers should point. "But I didn't want to go there!"
Graham, showing Jules how officers should point. “But I didn’t want to go there!” Heroic scale wargamer back left, with old-school sculpt next to him.

Sadly, the shopping centre had suffered a stabbing of one of their security staff since we were last here, so were understandably twitchy when we handed hand-and-a-half swords to children and the occasional teenager. Nevertheless, no children lost fingers or eyes and we had a lot of rewarding interactions with the public over the weekend. Kudos to the Milton Keynes Wargames Club for continuing to run such a unique show for going on for 25 years now, and to the centre for continuing to host the venue.

Partizan at the Newark Racecourse was a superb event as well. We have the added bonus of meeting friends from around the country, including the chance for all of us imaginary Blog friends to meet up in real life. I was overwhelmed when John (aka Lorenzo the Seventh, or just “Lon”) from The Wargaming Erratic, turned up with three boxes of PSC tanks and guns as a very welcome gift.

Graham managed to sign Harry Sidebottom back up for a talk at the Northamptonshire Battlefields Society (he was due to give a talk a while back but had to send regrets for family reasons). Tim Gow and John Armatys (See comments below) were there along with Mark Flanagan and Bob Hymer on the Wargames Development stand. Richard Lockwood had brought a splendid gladiatorial arena to demonstrate a Society of Ancients game and reported that he had exceeded the past few years sales in one day. Dave Lanchester sold out of NQM too, so attendees must have been in a buying mood. I bought some grass tufts!

Checking that the horses' noses don't stick over the front of the new 40 mm x 80 mm base.
Checking that the horses’ noses don’t stick over the front of the new 40 mm x 80 mm base.

The rolling barrage proved to be the biggest talking point of the game. Everybody that expressed an opinion seemed to like it, so hat off to Graham for inventing a simple mechanism with strong visuals. I’m looking at the Northamptonshire Yeomanry in Normandy next, so back to Fireflies and Tigers, perhaps. My rebasing is coming along nicely. The pile of bases for recycling is growing steadily, even though a lot of them are being reused in situ.

Finally, it wouldn't be an NQM demo game without a cartoon by The Dormouse.
Finally, it wouldn’t be an NQM demo game without a cartoon by The Dormouse.

Footnotes

  1. Cory Docterov’s principle of ensh*tt*f*cation continues to be true, as WordPress has finally retired the traditional dashboard after first making it harder to use. Well done programmers for moving everything around so that I had to spend an hour relearning something that previously worked well and now does slightly less of the same thing, but worse and more of the things that you want me to do for your benefit! I suppose it was inevitable and it is free to use, so I really shouldn’t be grumbling too much. Justification was there a moment ago. Now it isn’t. Yes I know that you have kiddie-icons for the illiterate, and keyboard shortcuts, but it’s like passwords – everybody’s shortcut is different! Do you know how many passwords the average computer stores? Ah, found it after 15 minutes of searching, aaand the old keyboard shortcut Shift+Alt+J doesn’t work! Grrr!!! ↩︎

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WIP 138 – Reducing Base Proliferation

Going back over old orbats, and looking at what we actually put onto the table in games has given rise to an opportunity to clean up and combine some of the bases in a division. At Corps Scale Orbat (CSO), a German brigade or regiment currently comprises a Command base and two or three Fighting bases. A division is normally three regiments of two battalions, a divisional commander and HQ and divisional troops, namely artillery, anti-tank, engineers, medical and logistics. If the infantry has no transport, then there may be divisional transport too. Over the years, I have sometimes tried to model battles in too much detail, with players finding that there are a lot of moving parts to manage. The games that have played the best have been the ones with simplified orbats. I have found that making the C1 commander base a Commissar works well – it removes the often irresistible temptation to throw a divisional commander into combat as an extra SP.

As mentioned in previous posts, our player group is finding 6mm dice harder to juggle to reduce unit quality on the command stand during reorganisation and we keep forgetting to do it. It is possible, however to just make the unit quality the strength points (SP) value of the base. The die then only needs to be shown on a command stand. Changing the die is no longer necessary, so it can be blu-tacked onto the base or put into a die frame. I had hoped to eliminate them altogether, but a D6 is still the easiest way to show Unity Quality.

Now Med and Log bases no longer need to move next to the base that they are reviving, but only need to be within 10 hexes of the command base, with a clear suppply or evacuation line. This means that Log and Med only need to be shown at corps level or independent unit level. I am having a look at orbats to see what needs to be modelled. Alamein and the other big battle orbats will certainly benefit from the simplification and my storage may look a little less crowded in future, even though the bases occupy a little more space in the boxes. Although it pains me to admit it, having almost everything on a 40mm frontage base makes things look tidier, both when packed away and on the table.

“Rebasing?” I hear some one say! No, certainly not! This is a Midlife Upgrade Simplifying Tabletop Accellerated Rapid Deployment. (MUSTARD.) There is at least three months’ continuous work if everything is done, but I am only expecting to upgrade about a third of the fleet. Expect to see me still at it this time next year!

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Campaigns 134 – Disguised Scenario, Sevastopol May 1942

 

The Titan Terror Tank dwarfs the supporting Stompy Mechanicals, Toads, Death's Head infantry and ICE Warriors swarming around it.

The Titan Terror Tank dwarfs the supporting Stompy Mechanicals, Toads, Death’s Head Guardsmen and ICE Warriors swarming around it.

Phil and Graham turned up for this game in The Den. I wanted to do a few contradictory things :  Use my new star fort to see how assaulting a heavy fortification went, give the Titan Terror Tank an outing, and see how drones work as a recce/Artillery tool. As I have more modern and Sci-fi bases ready to accept hit markers than I do historical bases, I told the players that the Overtoad with his Orange Meanies had decided to invade Irattica to get a cut of the tolls raised on the international trade road as it passed through the Belbek valley.

Knowledgeable players will already be nodding their heads and saying “Ah yes, the Maxim Gorkey II battery (Coastal Battery 35)!” Apart from that, the game bore little resemblance to the actual historical battle. ” Why bother to use an Imagination setting and Sci-fi toys? Because it frees the scenario from any players’ expectations of  the historical equipment and troops and we can just concentrate on the scenario rules. If you want to read about a proper Sevastopol battle, look here.

The Titan has not broken down yet but is being annoyed by drones.

The Titan has not broken down yet but is being annoyed by drones. The Death’s Head Guardsmen are being urged on by the Hench-visier.

For this Scenario I scattered rubble markers around for anti-tank teams and drones to pop out of. I gave the attacker single figure markers to represent the forward edge of their infiltration – all acting as recce markers.

Drones activate from a rubble marker and cause damage on the advancing Toads and Stompy Mechanicals.

Drones activate from a rubble marker and cause damage on the advancing Toads and Stompy Mechanicals.

Movement

Rubble-ised Built up Areas (BUA) – Impassable to all except infantry and engineers.

1 Hex – All in woods and bad going. Infantry in BUA, including rubble-ised

2 Hexes – Infantry, Vehicles in woods, BUA, bad going.

3 Hexes – Vehicles.

4 Hexes – Drones, Recce, drone operators. Anti-tank companies.

Roads: +1 Hex, Rivers: -1 Hex except at bridges.

Engineers

Can clear 1 hex of rubble or mines per turn.

Can attack 1 fortified hex (Te4,Hd) per turn in the Recce phase. Once the hex is at Te0, it is breached and rubble-ised.

Drones

Attack target at equality with 1D6, so 4,5 = 1 pip; 6 = 2 pips.

Must be within 6 Hexes of any operator.

Operators (R1,Ld) may hide in any rubble-ised Hex. Once activated, they move as normal.

Drones must stop when they meet a recce screen and conduct a post combat outcome. If they win they can continue to their intended target. Draws result in the destruction of the recce screen and the drones. Losses result in the destruction of the drones

Titan Terror Tank

Hull and main gun (F4,Had), Commander (C1,Hd), 2 x AA Defence (S1,Lad). Too heavy for the bridge, but can ford the River Belbek.

After the TTT has travelled ten Hexes from the baseline, it breakes down on a score of 1 on 1D6, 2 on the next turn, 3 on the next and so on until 6 is reached, when it runs out of fuel.

Fortress

Each fortress Hex is (Te4,Hd). All hits are taken by the structure (Te) and cannot be repaired, except by engineers, who can repair a wall at a cost of 2 pips per Te SP by being in the Hex or an adjacent Hex. Once the structure is at zero a breach is formed and the hex is rubble-ised. If engineers are repairing a Hex that is hit, they also take the same number of hits as the hex.

The Game

The game was pretty straightforward. Phil took a brigade of ICE Warriors and Death’s Head Infantry¹ supporting a big beautiful Titan Terror Tank (TTT) to attack the main fortress. I took a brigade of Toads and Stompy Mechanicals to assault the heights to the east of the fortress. Grahams’ drones and anti-tank teams inflicted damage and delay on the attackers, but his own pioneers staged epic defences of the fortress and heights, ably assisted by his spirited infantry counterattacking along the valley and international road. Such was the damage inflicted that the Orange Meanies called it a day and retreated, but the Overtoad adjusted his yellow wiglet, declared a victory anyway and imposed tariffs of 135% on Irratica, and 10% on the rest of the world for not coming to his aid!²

The Orange Meannies took heavy casualties.

The Orange Meanies took heavy casualties, 18-12.

ORBATS

Orange Meanies

The Overtoad and his Hench-visier

2 x Commissars (Com1,Lad)

1 x Titan Terror Tank (F4,Had + C1,Hd + 2 x AA Lad)

1 x Logistic/Medical Hub

Toad Brigade

1 x  Brigade HQ (C3,MaLd)

3 x Toad Battalions (F3,Lad)

Death’s Head Guards Brigade

1 x  Brigade HQ (C3,MaLd)

3 x Guards Battalions (F3,Lad)

ICE Warrior Brigade

1 x  Brigade HQ (C2,Lad)

3 x Infantry Battalions (F2,Lad)

Assault Pioneer Regiment

2 x Pioneers (E3,HaLd)

Stompy Mechanical (SM) Brigade

1 x Command SM (C3,Mad)

2 x AA SM (S3,Mad)

1 x Anti-tank SM (F3,Mad)

Forward Recce Screen

5 x Infiltrators (R1,Lad)

Irratical Regional Guard

Fortress Garrison

1 x  Brigade HQ (C3,MaLd)

2 x Pioneers (E3,HaLd)

5 x Infantry Battalions (F3,Lad)

Drone  Battalion

3 x Operators+ drones (R1,=ad)

Anti-tank Battalion

3 x ATk Companies (S1,Mad)

Post Game Reflection

1. Drones are evolving rapidly. They cause some 70% or so of casualties and have reduced mobility drastically to the extent that attacks can only succeed if  the way is paved by artillery and drones. The new mobility restorer has not surfaced yet – it might be a drone. They are  present down to platoon level such that for an operational game they do not need to be modelled as a separate base.

2. I’m still evolving the way that unit type and quality are shown on the base – ignore me and use what you have. Give it another three years and I may be adopting flat magnetic squares as Martin Rapier and Tim Gow do.

3. The slightly larger bases are helping to reduce base proliferation and the temptation to cram one more base into the attack in a small Hex. Less nimble fingers are coping better with the 3-D markers with more space behind the figures. Players are less likely to try to cram their own base into the enemy’s Hex.

Footnotes

  1.  The ICE Warriors are more used to beating up peaceful protesters and shooting civilians. They lagged behind a little in this battle, hoping that the Death’s Head infantry and assault pioneers would have done the hard work before they arrived.
  2. This fantasy game is fictional. Any resemblance to real events or persons is purely coincidential.

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Parades 009 – May Day in Bombastia Concludes

 

 

The President and his guests staggered back from their enormous lunch in time to hear the roaring of diesel engines, the clatter of tank tracks and the occasional muffled profanity as non-starters were towed away under cover of the cloud of smoke generated by almost every engine starting at once.

The first modern T-70 tanks can be seen entering the square.

The might of the Bombastion tank corps is a fine sight as it rolls smoothly forward.

 

T-26 tanks race nimbly across the square, displaying their exciting ability to drift around corners, or indeed in a straight line.

The heavy tanks shook the cobbles in the parade square as they thundered along the parade route.

 

The elite Motorised Infantry pass the saluting base.

T-34s and KV-1s followed by fuel bowsers and an ambulance to recover crews overcome by diesel fumes.

 

Thus concluded, the president and his guests were chauffered off to the palace banqueting hall for a lavish formal dinner.

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Parades 008 – May Day in Bombastia before Lunch

 

Suitably fortified by coffee, fine wines and chilled vodka, the dignitaries returned to their armoured glass viewing platform. On the parade square, caps were straightened, cigarettes stubbed out and tucked back into sleeves. The parade continued.

The infantry in all their finery. First Army head the parade as they march past their Formation Commanders.

The Guards Divisions march with their flags and the most modern of rifles and machine guns.

Flags flutter proudly in the breeze as the Guards set a brisk pace to the tune of “My Little Machine Gun Cart”.

Only the finest horses are used to tow artillery pieces.

Bombastian tractor engineering is famed worldwide!

The Second Army enters the parade square.

Three CSO divisions with their commanders mounted in Jeeps can be seen. Each division comprises (almost) nine battalions.

The artillery and engineers follow.

By the time two armies had passed by, followed by engineers sprinkling sand over the parade square to soak up oil leaks, the President declared that lunch was in order. Another pause ensued.

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Parades 007 – May Day in Bombastia

Air Display

Air Display

Putin seems to be having inexplicable trouble fielding tanks on his May Day Parades over the last four years, culminating in this year’s lack of any tanks at all. The same problem has not affected the Imagi-nation of Bombastia, so enjoy President Shyte-Tian’s commemorative parade for victory in the Great Putriotic War.¹

Bombastia never throws anything away. The ever reliable U-2s and Ratas.

The Parade started with an air display – in a nearby field, obviously. The president is not going to risk one of his modern biplanes falling out of the sky due to a drunken pilot or mechanic forgetting to do something important. Besides, all the fuel went to the army to mount the parade.

 

Bombastia has not neglected a modern strategic bomber force that can reach the border and has maps for navigation.

The first troops onto the parade square were the Cossacks and cavalry. Is that a Ukranian Don Cossack flag in the centre of the parade?

There will always be a place on the battlefield for the scientifically-bred horse!

The Bombastian Empire will last a thousand years!

The cavalry arm has its own modern artillery and look! A wheeled tank!

Due to the considerate provision of a refreshment break for the President, foreign heads of state, ambassadors and visiting dignitaries, there will be a pause, whilst stirring martial music is played and horse droppings are swept up for the Capital’s many organic farms … To be continued.

 

 

 

 

Footnotes

The President insists that his name is pronounced Shy-anne with silent tees and a silent aye. Everyone else pronounces the why as an eye followed by a glottal stop, then a tee and an eye. Not within hearing of his People’s politeness Police (Pee-pol)), obviously!

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WIP 137 – NQM Markers Redux – Tidy Tabletops

 

3 SS Panzergrenadier Division captures IVANOVSKI at great cost.

3 SS Panzergrenadier Division captures IVANOVSKI at great cost.

Following the Front Scale Orbat (FSO) game at KURSK, the bases that had a steel paper 20mm strip at the back to take magnetised markers worked smoothly. To make recognition easier, I painted the hit markers with broad stripes in green, amber and red for better visibility. That worked too!

Our colour-impaired member can see them and so can our blind-as-a-bat-without-his-glasses member. Players have had time to get used to the idea that one numbered marker is placed onto the back of the base rather than a pile of singles and suddenly, time is not being wasted trying to sort out and allocate casualties in what previously was a crowded hex. We rattled through a game involving four players with seven divisions that I thought would take two hours, in one.  This was largely due to Phil and Graham not needing me to umpire, so two pairs of players were playing in parallel, as happens in the larger games..

Hit markers in the process of being painted in green, amber and red.

Hit markers in the process of being painted in green, amber and red.

It left plenty of time for drinking coffee, munching biscuits and talking about the victory over the huge temporary pile of soil dumped on the battlefield at Edgcote that has now been removed. Credit for that goes entirely to Graham Evans – without his contacts with various heritage bodies and his willingness to pressure local MPs and local media, it is likely that the soil would still be there. Additionally, there is an undertaking to conduct non-invasive archeology on any future site before tons of soil are dumped in the area. We did muse that it would be hilarious if artefacts were found that changed our view of where the battle was actually fought!

 As well as real life, a number of ideas were chewed over :

  1. I like the idea of going back to giving each base a strength value that equals its unit quality :  Elite (5), Veteran (4), Regular (3), Conscript (2) and Green/Raw (1). These are the colours that Tom Mouat uses for his SCRUD dice (Simple Combat Resolution Using Dice). I see no reason to reinvent the wheel.
  2. The way that NQM models currently logistics and casevac is simple and gives players something that requires thought, rather than die-rolling to kill things, but it isn’t really how reorganisation works. A battalion or brigade can pull subunits out of contact with the enemy to resupply and remove casualties. Allowing units to reorganise if they have a command unit in contact and can trace a supply line to logistics within 10 hexes is a closer fit to the way that armies manage resupply and casualty removal. Rules 9.6 and 10.3 cover the current state of play.
  3. If base SPs equal the unit quality, there is now no need to track how many times the subunit Command (3.1.3.) base has reorganised its own Fighting  (3.1.1.) subunits. Formation C1 and C2 units remain unchanged. At FSO, a fighting base would represent a brigade, with a divisional command base controlling three or four brigades and a medium artillery brigade. The Formation HQ would be at corps level, controlling Med (3.1.7.), Log (3.1.6.),  Engineers (3.1.5.) and heavy artillery.
  4. We ran this in the game and it worked. To make infantry Command bases slightly easier to spot, I have made them 40 x 60 mm and have made Fighting Bases 40 x 40 mm. Again I would stress that this is purely for my own entertainment and amusement. NQM works with any base size, within reason. I took the opportunity to base onto 80 x 60 mm cork, some artillery that was still split up as guns and limbers.
  5. I need to play a good few more games with Strength Points equalling the Unit Quality before it becomes anything more than a scenario rule. The most obvious change in dynamic is that an SP4 base facing two SP2 bases is only putting out half the firepower, so they are equal in points value, but not firepower. If the SP4 base attacks as medium, the balance is redressed. (M vs L causes 8/6 potential hits as opposed to L vs L causing 4/6.) This is probably a fair reflection of the German desire to increase the number of automatic weapons and self-propelled artillery and anti-tank guns in the orbat as the war went on. Implementation was, however patchy and crippled by shortages of every kind.

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Campaigns 133 – Disguised Scenario, KURSK AG South – 11-13 Jul 1943

2 SS PgD LAH attacks 29 TC

1st SS Panzergrenadier Division LAH attacks 29th Tank Corps.

I wanted to run an armoured battle and see if my points value system worked, so what better than KURSK/PROKHOROVKA? Regardless of what opinions are as to what actually happened, it was a tank battle with a lot of tanks and Tim is a fan of Panthers … so he got one! Phil got a Tiger, so he was happy. Steve and Graham got six T-34s between them and as many light tank brigades again, so Graham’s grumbling was only for form’s sake. Who doesn’t like outnumbering the enemy? 🙂

With Rotmistrov’s defences well set the Panzers … made few inroads into the Soviet line. Rotmistrov … used his … [29 Corps] artillery to smash Hausser’s embryonic attacks.

Lloyd Clark (2011). Kursk p. 392

As each tank model represented a brigade or regiment at Front Scale Orbat and there were twelve tanks on the Soviet side and five on the German side, this was a big battle. Historians have opinions as to how many tanks were at Kursk and how many were destroyed. Kharkov is the other contender, but the Russians have probably surpassed both now in their illegal invasion of the Ukraine.¹

https://upload.wikimedia.org/wikipedia/commons/6/65/Prokhorovka%2C_Battle_of_Kursk%2C_night_11_July.png

This map from Wikipedia, citing : ( Glantz, David M.; House, Jonathan M. (2004) [1999]. The Battle of Kursk. Lawrence, KS, USA: University Press of Kansas. ISBN 978-0-7006-1335-9. Pages: 165, 183–184. Clark, Lloyd (2012). Kursk: The Greatest Battle: Eastern Front 1943. London, UK: Headline Publishing Group. ISBN 978-0-7553-3639-5. Page: 322.) is derived from the Map 9, on p 324 in Lloyd Clark’s  “Kursk the Greatest Battle.” and is close enough for an abstracted wargame on hexes.

3 SS attack 2 GdTkC

2nd SS Panzergrenadier Division “Das Reich”  attacks 2nd Guard Tank Corps.

The battle centred on  5 Guards Tank Army and II SS Panzer Corps. Our battle followed the course of the historical pretty closely, with the Germans initially surging forward, but being pushed back as the Soviets counterattacked. From my point of view as an umpire, the revisions to markers worked smoothly and sped the game up. Graham and Phil were matched up against each other so just got on with their half of the tabletop – after all, they have been playing each other for over thirty years now. Tim and Steve are getting the hang of it too. Tim in particular is starting to get that I’m-going-down-but you’re coming-with-me fanatical gleam in his eyes, which is entirely appropriate for a German commander from 1943 onwards. Casualties were distributed pretty evenly between both sides but the Germans were firmly on the defensive and falling back at the end of the evening.

A Cauldron develops around  OKTIABRSKIL

A Cauldron develops around OKTIABRSKII.

The battle ended when 1 SS LAH were pushed back to the western limit of their boundary with both sides down to half their tank strength or less and the Germans needing to stabilise the battle with their limited reserves. Things were much the same on the southern half of the table with 2 SS DR. This game gave each base  a strength point value based on the Unit Quality – Veteran (4), Regular (3) and Conscript (2). The SP-based points values thus derived for each side were Soviet 132 vs German 117. Close enough that history could have been overturned, but with an expectation that it wouldn’t have been. Trebian has written an excellent battle report here, allowing for the usual Soviet propaganda. 🙂

In the south, 1/3 and 1/4 Panzergrenadier Regiments attack 183 Rifle Division.

In the south, 1/3 and 1/4 Panzergrenadier Regiments attack 183 Rifle Division.

Footnotes

1. Ever since the start of modern (post-1945) wargaming, we have been used to inserting statements that wargames are played with the aim of understanding history and should not be interpreted as a vindication or glorification of Nazism. Since Putin’s illegal and increasingly ill-advised invasion of Ukraine, this is doubly true of anything that can be said of Putin’s imperial ambitions and the current bunch of totalitarian criminals sitting in the Kremlin. One may think that I am looking at the war on the Eastern Front again because the tide has turned against Putin. One may well be right.

“Now this is not the end. It is not even the beginning of the end. But it is, perhaps, the end of the beginning.”

Winston Churchill

 

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Rules 023 – Balancing a Scenario

There are occasions when you want to know if a scenario is likely to be balanced before a game. I am not thinking of equal point tournament armies, but rather, is the game going to keep both sides engaged, with both thinking that they in with a chance of winning? The best way of doing this is to take a historical scenario and use the forces involved, then you have a real battle to compare your performance with. Failing that, I did some back-of-the-fag-packet sums to see if my totally invented points costs of the two sides balanced up.¹

An Italian 47 mm Anti tank base takes on a Soviet T-34

An Italian 47 mm Anti tank base takes on a Soviet T-34

Base Calculation

Briefly, I took the sum total of all the pips scored on the combat table (Rule 9.1) against light, medium and heavy defence values, each by light, medium and heavy attack values, divided by six (because we use 1D6 and have six chances of a hit or a miss). For example L vs L gives ([0+0+0+1+1+2]/6 = 4/6 or 0.67) This gave me a relative combat power of (L) 1.17, (M) 2.17 and (H) 3.67. This can be multiplied by 10 and rounded to give scalar values of 12, 22 and 37. To give an idea of the combat value of a unit, just aggregate the Strength Points (SP) by the appropriate L,M or H value.

Taking the unit below as an example, the sum would look like this :  37 + 22 = 59

Schwere Panzer Abteilung 505 :

1 x Tiger I (F1,Vet,Had), 1 x PzIII (F1,Vet,Mad)

Unit Quality? (Rule 5)

How do we cope with Unit Quality? (Rule 5). One way might be to give a further multiplier of Elite (5), Veteran (4), Regular (3), Conscript (2) and Green/Raw (1) taking as a basis something that I have come to think of as the Evans Variation, seen here in a Spanish Civil War Game.² Give each functional E, F, R and S unit an SP equal to the troop quality. This would make the unit value for sPzAbt 505 59 x 4 = 236. It can be reduced by a factor of 10 to keep the numbers workable at 24 (rounded up). It is a fundamental change, because it is rating combat durability by Unit Quality rather than number of hulls and it is saying that the combat power of a unit of 12-16 guns is equivalent to that of 30-50 tanks. Operationally, I don’t have a problem with this, but it is probably not for you if you like to see tactical detail reflected in your games rather than functional detail.

Think of it like this :  An anti – tank battalion may appear to have the same combat value  (S2,Con,Mad) as the Tank Brigade that it is supporting  (S2,Con,Mad), but in reality, it would be spread out amongst, and to the flanks of the division, so it is just giving the divisional commander some flexibility with a unit that can act in the shooting phase rather than the combat phase. Linking the unit quality to the Strength points allows us to show the unit as (S2,Mad) – a simplification. In the trial game, progress was faster because players knew that all bases in the division were of the same SP. I am not about to change all the published SPs of my orders of battle though – it is a simple enough tweak to employ as a scenario rule if you want to.

We played a Kursk scenario using this and it rated the strength of the Germans as 109 and the Soviets as 132. I did not add the Unit Quality to the opposed die roll for the Post-combat Outcome (Rule 9.4), as we usually do so I may have inadvertently disadvantaged the Germans and this was reflected in the game, where the Soviets counterattacked out of their defended positions, as they did at PROKOROVKA, and pushed the Germans back in about half of their attacks. Nevertheless, the Soviets still grumbled that they had T-34/85 models that I had rated as medium, when the 85 mm is clearly a heavy gun. The points values need more playtesting to be fit for purpose but I’m happy that things are in the correct ball park.³

I don't think this one is a Tiger Tovaritch!

I don’t think this one is a Tiger Tovaritch!

Footnotes

  1. I don’t smoke, so I used an Apache Open Office spreadsheet instead.
  2. I may be doing Tim Gow a disservice here, as this was his tweak to NQM when he wrote Megablitz. The colours chosen for Unit Quality correspond to Tom Mouat’s Simple Combat Resolution Using Dice (SCRUD) colours, in case I ever decide to use them. It needs a little tweaking around the edges to stop base proliferation with things like Anti-tank, AA and Recce. Consider halving the value of logistics and other units that only defend, or only calculate Fighting and Support  units.
  3. T-34/85s only came into service in 1944, with production starting in January, and were not present at KURSK, but I needed the models to make up numbers to put them on the tabletop. I should have just mixed ’76s and ’85s instead of putting them all into one unit and explained that they were all T-34/76s. You think that I would have learned after previously putting a “Supergun” on the table as a decorative objective! 🙂

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