I labeled TaM as "least simple" since it has many rules and functions but the main elements of the rules are very easy to pick up. Elements (squads or vehicles) can carry out 1 action per turn, assuming they are in command, or pass a command roll.
I found some terrain boards that loosely resembled the infantry-only "Follow the Elefants" scenario from the TaM rule book and took out the counters that matched the OOB and presto! I was fighting in 5 minutes. I ended up playing 2 x games with alternating approaches to see which was more successful. I think I might have added 15 minutes to the overall clock since there are more hexes to cover in this game than in the original scenario.
The attackers have the challenge of crossing open ground to their front, with cover on the left and right. That cover is suspiciously inviting but the attacker must cognizant of the fact that the cover is also observed by the machine guns of the defending Soviets.
Game 1 - the Germans go left with a platoon-sized element of 3 squads. The leader serves as a marker. |
The Soviets must defend the large wooden structure in the lower right. They have covered the approaches with 2 x medium machine guns in cover along with 2 x rifle squads. The Germans have placed their HMG in a central position to do the most damage and cover the approach. Will it work?
For game 2, Hauptman Weitzel attempts a different approach and sends the maneuver elements over to the right with the base of fire a bit more controlled.
Soviet squad on the left flank fails command test! They cannot remove their opportunity fire marker! |
Soviets move a squad up to the stone wall to bolster the defense of the...church? Sure - it's a big wooden Russian church. |
German shooting pins the Soviet squad at the stone wall! |
After intense shooting, the Germans pin the flank guarding squad on the Soviet left, throw smoke, and move into the assault! They had another excellent round of shooting as well and pin the Soviet MMG, and a squad. Can the Landsers knock out this stubborn Soviet squad in melee?
With the MMG pinned, there won't be a better time to assault! |
11:34am - The Soviets successfully defend their position and the German squad is knocked out! |
Amazingly, the Soviets failed to unpin their MMG and there are more German squads stacked up to assault. They would go on to lose the melee! The MMG unpins and the Soviets hold. The Germans reached their morale breakpoint and fall back. The second game ended after an amazing number of rounds of cut & thrust knife fights around the woods outside the village. The Germans made it much closer than they did in the first round, but still could not bring the victory home!
The Questions!
The moment you've all been waiting for! The simplicity questions.
How long did the game last?
I played 2 games, coming in at about one hour and fifteen minutes of play for 2 games. Bear in mind there are about 6 or less units on a side.
What was the scenario?
Follow the Elefants July, 1943 from the Tigers at Minsk rulebook - but on a different map using Squad Leader and the original SL counters.
What happened?
The Germans attempt to seize a large wooden church in a nameless Russian village. After a failed attempt to flank the position from the left, they launch a more determined attack along their right. The Soviets put up a very stubborn and dogged resistance. Fate, which seemed to stack against the Russians, couldn't match excellent Russian hand to hand fighting which saw off the Germans. This read just like a world war 2 history with determined German army attacks, and desperate and hard-fought Soviet defenses winning out. Undoubtedly, the Germans will bring in tanks or more firepower next as this was too tough a nut to crack!
Extraordinary Events
There were many! After a round of outstanding preparatory suppressive fires in game 2, the Germans were able to pin the Soviet target squad guarding the Russian flank in game 2, along with their big and scary MMG. It's textbook and worked out exactly the way the field manuals say it's supposed to. I'm thinking "this is it! Go Go Go!" and launch the attack against the pinned Soviet squad who, as Von Mellenthin remarks in his seminal book "Panzer Battles" surprises me with dogged and determined resistance. The German attacking squad is knocked out. The Germans shoot their bolt after the unsuccessful melee and after sending in 2 x more squads, they fail to knock out the Russian squad or take the position.
Who Won? Why?
The Soviets won both games. The first game saw the Germans run out of time completely and that was the result of "going left" instead of right. Now that I think about it, that was an incredibly stupid maneuver since they'd have to traverse not only the east-west axis of the battlefield, but then turn and fight their way south. Going up the right in game 2 was a smarter call. The Soviet victory in game 2 was not as easily gained. This is a very difficult scenario for the Germans to win in the TaM rulebook and this battle was no different.
Did you enjoy the game?
Absolutely. I hope you can infer that from reading that I love these rules and heartily recommend you try them out. Tigers at Minsk is an excellent recreation of World War II tactical combat and realistically ties in solving company-level problems, resource management, and the relationship of fire and maneuver perfectly and in an elegant way. It's one of my absolute favorite WWII games.
Advanced Questions
How many consultations occurred with the rules?
Many - I dont play enough TaM, even with infantry-only forces, to have them completely memorized. So I had to re-orient myself to a few key rules in order to ensure I was playing correctly. I will note that game 2 played much more quickly than game 1.
Details and chrome that's missing
None. I mean that sincerely. TaM is the full package and gives you everything you need to play hex-based, company-level battles (maneuver is 2 levels down and you are ordering squads) and solve tactical challenges like a World War 2 Company Commander. This is also one of the reasons I graded them "least simple" due to the chrome and extra rules. Make NO mistake about it though, TaM are simple rules to learn and very easy to pick up and play!
Final Thoughts
A very enjoyable game with a solid and simple system that earns high marks on this blog. If you have not played Tigers at Minsk, do yourself a favor, check my links on the right of the blog and surf over to them and download.
Great stuff. I have read through TaM now and very keen to get them on the table.
ReplyDeleteLooks like some excellent tactical challenges too...and so good to see the familiar SL counters with nicer rules.
Give it a shot Darren you wont be disappointed!
DeleteThanks Steve for giving the rules a run and a shout out. Looks like you pretty much had everything except a broken down HMG, which can be a game swinger in this scenario. Looks great played out on your SL boards, I will have a go at doing that. Norm.
ReplyDeleteCheers, Norm I dont know why I was so surprised that the game was a ton of fun on the squad leader boards with the counters. They were literally a perfect combination and highly recommended when you dont have much time to set up the table and minis. This would have been even better with minis, but it was still loads of excitement.
DeleteShows that you do not need figures when gaming on a grid. TaM translated well to the SL board. Good battle report and chalk up two more victories for the defenders in this scenario. Did you use the QRS to help with rules memory?
ReplyDeleteAgreed Jonathan. Minis optional! They would have looked much cooler, though.
DeleteYou know I didnt think about the QRS until I was almost finished with game 2 - this was at about 630am before work- that's my excuse! I will definitely out your QRS through field trials soon! Stay tuned!
Hi Steve, Great review of a great set of rules. Reads just like a field manual. Just how much fun can you have on an 8 by 6 grid? Loads and an example to us all!
ReplyDeleteCheers
Jay
Thanks Jay this battle was lots of fun, tense, and exciting moments and with only about 5 to 6 units per side!
DeleteI have yet to try out Norms TaM rules but almost everyone who does has good things to say. I’m starting to feel like a bad internet friend for not having given them a run through.
ReplyDeleteNice AARs and thoughts about how nice the game is. 😀
Thanks, Stew. About the only negative thing I could say is I dont play TaM enough. You could even play with counters and that would still be good.
DeleteIf you played the rules with minis, what scale would you use? And what size hexs?
ReplyDeleteHi Pan, I usually do play the rules with minis. I use 15mm minis with 4" hexes, though 10mm minis would probably be absolutely perfect. I find that 4" hexes hold the terrain pieces or vehicles really well abs dont get too crowded.
DeleteAll my infantry are based on flames of war standard infantry bases.
Thanks. All my WWII stuff is in 20mm. Do you think the rules could tolerate 20mm? I assume it would require bigger hexes though. Probably 6 inches?
DeleteHonestly? I've played commands and colors on a friend's table with 1/72 scale figures using 5" hexes. It was a perfect match.
DeleteNow, the only thing is to find a mat with 5 or 6 inch hexes.....
DeleteHotz mats or cigar box in the US make 5" hexes. Tiny mats in the UK probably makes them too.
DeleteWorst case you could make your own.