Coming up with all of the Armor and Penetration data proved to be too big a job so I went with tried, tested, and true data for my Battlegroup: REFORGER supplement - I used all of the attack and defense values from excellent Team Yankee board game, as well as a modified combat results table morphed into a 2D6 armor penetration table. The result looks very similar to the Battlegroup family of rules penetration table and if you've ever played Team Yankee, you know it's a well-researched game with solid combat values.
I played the scenario "A Clash of Reconnaissance" as it fits in nicely with a "D+1 Soviet Advance" scenario. The Soviet recce elements are attempting to locate and fix the NATO main line of resistance (MLR) and the NATO covering forces want to stop them. I used similar forces to the scenario in the BGK book:
Soviet Recce: 1x BRDM-2 and 1x PT-76 track
Soviet Mechanized Infantry Platoon: 3 x BMP-2 with dismounts
Soviet Armor (reserve): 1 x T-80 MBT
Breakpoint is 15
NATO Recce: 1 x Spahpanzer Luchs
NATO Mechanized Infantry Platoon: 3 x Marder IFV with dismounts
NATO Armor: 1 x Leopard IA4
Breakpoint is 18
This game is a meeting engagement. AAR follows with lots of pictures!
|Soviet BRDM2 during the opening minutes of the war.|
|West German Luchs stalking prey.|
|reaching the objective.|
|Soviet infantry arrived. I diced where they would start from.|
|Luchs trading fire with the PT76 scout.|
|Pinned and subsequently destroyed. The lesson learned here? If you can be seen, you can be hit. If you can be hit, you can be killed!|
|The battle so far. Soviet infantry working their way forwards towards the hill while the Luchs is holding its own.|
|German Marder IFVs making their way towards the crossroads for a local counter attack. I like this picture.|
|View from the Soviet perspective at the crossroads. The BRDM is a sitting duck!|
|BMPs approach the hill and the German objective.|
|Turn 4 the T-80 arrives!|
|The BRDM burns, and I am continuing to learn a valuable lesson about wheeled recce...|
|Marders creep into position around the objective to set themselves up for a good ATGM shot next turn.|
|Heer Infantry (actually US infantry but what the hell...) dismount and take up positions around a destroyed house to contest the objective.|
It's also important to note a minimum ATGM firing distance so the 0-5 bracket is prohibited for ATGM fire.
|Leopard I arrives on the field|
|Soviet infantry fighting vehicles moving forward.|
|Marders moving into position.|
|moving past the burning BRDM this T-80 is on the prowl!|
|meanwhile the Soviet infantry fan out. The BMP in the upper left is in a perfect spot to guard the Soviet flank.|
|Victorious Soviet gunners watch the Leopard brew up. Meanwhile the Soviet infantry begin the advance on the hilltop.|
|On the Soviet left a fierce firefight breaks out with a West German squad and the Soviet squad covering the objective. The Russians attempt to flank the objective, only to run straight into German small arms and crew served weapons!!|
|Soviet infantry armed to the teeth standing on top of the German objective. Crossroads secure comrade captain!|
|Germans mixing it up with the Russians at close range.|
|Spahpanzer Luchs - next game they will be an Ace Crew!!!|
- Move your units tactically behind cover and out of enemy line of sight whenever possible.
- Suppress enemy IFVs whenever possible.
- Cover the objective and kill areas with fire.
|A game set in the 1980s should have mug with a slogan from the 1980s to hold its tea. Anyone remember this??|
Well if you've reached this part then I applaud your patience. This was a very exciting and fast-paced game that was extremely enjoyable and again, I can see what is so attractive about the Battlegroup rules. Things move fast and the combat plays out like a real narrative from a modern fight. I like the more realistic casualty rates as well. The results of this battle are what I would expect from a real battle, with units pulling out still retaining much of their combat power, but their position becoming untenable and their morale failing, they pull out.
Making the switch to moderns was relatively easy with the Team Yankee values used for armor and penetration data. The penetration table was a little bit of work converting it to 2D6 but the results are a convenient combat results table that delivers satisfying results for gaming. with that said, there's still a little work to do:
I still need to work out better small-arms values for infantry weapons. The modern era has a plethora of lethal shoulder-fired devices that can kill vehicles so suitable values need to be developed.
Spotting rules come from the original World War II rules and there should be a slight enhancement in a vehicle's ability to spot other enemy vehicles. I added +1 to all of my vehicle spotting rolls and this might be good enough.
I should develop "vehicle stats" like in the BGK book that lays out penetration values at range as well as any special rules the vehicle brings with it.
Lastly I need to paint more infantry and vehicles! I had to use some stand-in infantry as well as my VDV infantry for Soviet dismounts. Next time, Id like to have more infantry painted up for both sides.
ATGM limited shots. This is a very important feature - ATGM shots should be limited just like main gun shots in the WW2 game with resupply available as an option for larger games.
I am looking forward to incorporating mortars, more tanks, artillery and combat air support into the mix, I have all those 1/144 Hind and Apache models, it would be a terrible shame to not use them!