Using Alex's variation of the Neil Thomas 1 Hour Wargames rules, we were able to take my eastern front forces and assemble about a infantry battalion (+) on both sides, along with accompanying artillery, mortars, and armor.
Alex's rules, which you can download for free on the "AMWGroup" Yahoo Group, are a very well thought out and practical evolution of Neil Thomas' excellent 1 Hour Rules which allow you to get the feel of a battle from a chosen period without much fuss. You can find the AMW Group HERE. You can also find Alex's blog about his WWII rules HERE. Alex has done a great job of taking these rules and making them appealing to wargamers. (in my opinion, his rules offer you more tactical choices, are more visually appealing with 3 stand units, and also allow you to either assume an "overwatch" position with "ready" units, and conserve and rebuild combat power by rallying off hits - basically going Neil Thomas one better.)
When I spoke to Alex about playing my large Ponyri Station mega game (dreamed up last summer), he said his rules were easily up to the task with a few modifications. While I had played his rules once before on the burning sands of North Africa, I wondered if they were up to the herculean struggle of the Eastern Front?
I think the answer is a resounding yes! (da, or ja would also be accepted).
|German jump off point. The objective is the small hill beyond the large hill mass which would signify a German breakthrough of the Soviet line.|
|aerial reconnaissance shows infantry and armor concentrations on the Soviet lines!|
|German jump off points.|
|The German left flank of the assault. Marders. Currently they're locked in a duel with Soviet light T-70s. While their hits are doing some damage, they are teetering close to annihilation!|
|The heavy Ferdinands go into action! We gave them the same speed as infantry which isn't too fast.|
|German attack leading the way with armor. They would engage the Soviet strongpoints at range, trying to help reduce them.|
|Soviet mortars and artillery impact around the advancing Germans|
|Kommissars preparing to administer the party's justice to "rally" off hit points as necessary!|
|We removed the house but you get the idea!|
|4 hits on this infantry platoon. Unit are eliminated after receiving 15 hits. After 5 hits they get a -1 to their shooting. After 10 hits they get a -2 I believe.|
|The Marders engaging in a tank fight with light T-70s!|
|We had to finish the game's first round just as Alex was committing his KV-1s on the Soviet left! This could be curtains for the German attack!|
|The red die are permanent hits that can't be rallied off.|
As things stand now, I have some salvoes left from the heavy guns in support (150mm) and of course I always have my light 75mm gun and mortars to help reduce those positions, but unfortunately Alex rallied off the hits scored from the preliminary barrage. So for next time I'll have to remember to use those preliminary barrages when the "actual" attack is to go in, not as the operational forces are stepping off.
Also I'm afraid my armor is too spread out to make a big difference but time will tell. We're hoping to finish the game quickly on Thursday night.