Sunday, January 24, 2021

World War II City Fight w/ Neil Thomas' WWII Rules

 Everyone who reads this blog knows how much I like the World War II rules from "Wargaming: An Introduction."  (W:AI) Their simplicity and effectiveness just can't be beat, in my humble opinion.


  

So this weekend, while re-doing my actual gaming table surface, I had a go at a quick and brutal street fight using the WWII rules from W:AI.  I'm also using my modifications to these rules, which you can read about here.

New design for flock - I also repainted, re dry-brushed, and resealed the new flock.  Looks a bit better now - not so scattered and random.

Germans coming from lower left, Soviets from upper right.  Germans must hold the center building.  Soviets must capture it.

Pretty simple scenario - meeting engagement between German and Soviet forces in a ruined city, somewhere on the Eastern Front.  The Soviets are fielding almost 2 whole platoons and an HMG section.  The Germans have 3 squads and a Panzer IIIM in support.  That's it!  Can I get an action-packed game in on a 3' x 2' surface area?  I'll let you decide.  The Germans are making a stand in the small building in the middle of teh board.  The Soviets, naturally, must capture this important objective.

Panzer III takes up a firing position - perfect spot to use his 10D6 HE fire against Ivan's infantry squads!

Germans in the rubble defending the objective
Lots of shooting.  The great thing about these rules, like all of the Neil Thomas rules, is that the mechanics come back to you very quickly and soon you dont even need a QRS or the book.  I've always loved the rules from his WAI book and I want to play them alot this year, even if solo.  As Darren would also say - they're "infinitely hackable."  That's true, too, and as I played I thought of plenty of nice little add-ons that you could put into these rules to make them even better.

Soviets sending a squad to outflank the German position - but there is a flank-guard in the building on the right!

All of the table is "cover" due to the rubble.  The tank bogs on a roll of 1 or 2.  For my games, a stand is worth 7 "hits" and all of them fire 3D6 (the LMG's stats - much less fiddly for single based squads)


Soviet assault engineers make it to the building only to be cut down in close combat!
In the center, the Soviets use the building across the street as a jumping off point to launch an assault against hte objective.  They trade fire with the Germans every turn until they decide to break from cover.  Speaking of which, they've sent even more squads around the flank in an attempt to keep pressure on the building.

Firefight with the Germans!  BRING UP THE MAXIM!!

In my games, the HMGs are simply add-ons to a squad's personnel and firepower.  They fire separately, but when their "escort" squad is gone, they're gone!


meanwhile teh Panzer III is earning his pay.  I love the way HE fire is adjudicated in these rules.

Worth mentioning here that both sides have on-call mortars.  For next time, I'm going to limit the fire missions available to both sides.  in this game, both sides blasted the other at will with no ramification or ammo to worry about. 


I also played the morale rules "as-is" and if a squad took a casualty in one turn, they must pass a morale check at the beginning of their next turn, and if failed, suffer the results of that failure throughout their current turn.  That is either no move/reduced fire, or no move/no fire.  If you see a red die marking casualties that means that squad failed its morale for the turn.  I recover all squads at the end of the turn they're ""suppressed" (my terminology, not Neil's).

Soviets preparing to move forward in the building.  The HMG will occupy a firing position at the edge of the building and make the Germans lives miserable!

Although it's blurry, here 2 x Soviet squads bound around teh left the assault the tank.  Basically you roll a 6 for each figure (in my case, Strength Point) in the combat.  A "6" destroys the AFV - don't let your armor get into movement range of enemy infantry!  Deadly!

Soviet firing positions, covering their comrades who are advancing

One squad advances - the Germans pin them in their turn so a supporting squad behind them leapfrogs up.  It's a neat little tactic I discovered to move forward under fire.  

A pivotal turn - one of the defending squads in the building is suppressed!  They cant move or shoot.  The Soviets go for broke
The Soviets are able to destroy a German squad in the building one after the other with mortars, HMG fire, and their infantry.  The Germans push up their final reserve squad into the building but the math is telling!


Almost immediately after occupying their new real estate, the Germans come under heavy fire from mortars, MGs, and rifle fire.  Another morale failure at the crucial moment allows the Soviets to assault the building!  


The close combat is a bit odd but it works.  There is a bit of quick math involved but you can see how your current morale value (which becomes a multiplier in close combat) impacts your final tally and there is usually a clear winner and a loser.  In this case, the Germans are wiped out to a man as a fresh Soviet squad mops up.
New landlords, Comrade!

If you were wondering what happened to the Panzer III, it too was destroyed.  Knocked out in close combat by a 2 x point remaining Soviet squad rolling a 6.


This was a great opportunity to not only play one of my favorite WWII rules, but also to showcase that a great and exciting game can be played on a 3 x 2 surface.  I'm experimenting with creating a hexed 3 x 2 space for hex gaming and for nights when I could be bothered with setting up a large, more elaborate game.

So what have you all been up to?  I have to say, I've been sticking to "the plan" as far as gaming and painting are going.  I've been painting up my 10mm ACW figures, and also 15mm ACW figures in anticipation of "ACW Month" in February.  We have 10mm Altar of Freedom on tap to refight the battle of Shiloh, and I want to play both the Neil Thomas ACW rules from WAI, and also play some Black Powder, as well as TFON.  So many fun things to play - so little time!

For WWII, I've been finishing up my 15mm Soviet Sappers, and also making a concerted push to get all of my Soviet and German WWII Microarmor nicely painted and based and ready for a megagame???  I'll say no more on that front to keep you all guessing but suffice to say I think I have our MEGAGAME decided on for this year...and it'll be a big one for those of you who were disappointed with Germantown! 




31 comments:

  1. Nice AAR. Always stick to rules you like, it makes playing a joy. My eyes are too old for 15mm but it sounds like the mega game will be a cracker.

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    1. Thank you,sir! This year I'm determined to play simpler rules that I enjoy. Probably nothing in comparison to your epic sand table battles, but we try!

      Good to hear from you!

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  2. Simplistic (but not simple) rules on a small table gets my vote any day of the week! This in one book of his I do not have and may treat myself as I like his other rulesets.

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    1. Cheers Steve this is the year of simple, more familiar games for me.
      If you like playing NT rules and reading his commentary on rules then you'd likely enjoy his introductory wargaming book. It's one of my favorites. I wish he'd publish something else!

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    2. Steve, On NT books, with the exceptions of the scenarios in OHW, his 19th Century book is my favorite. Actually, one of my favorites of all time, I think.

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    3. With you on the 19th C book Jon.

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    4. Jonathan and Nundanket - NTs 19th Century book is the only one I dont have in my collection!

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    5. Send me your address, Steve. I have a spare around here somewhere...

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  3. An enjoyable game report. I do like the small adjustments you have made to the rules for infantry squads.

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    1. Thanks Peter. It makes the game play a bit faster and still retains much of the excitement of the regular game.

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  4. Good looking game and an enjoyable BatRep, Steve. At some point, will be selecting your favorite simple, small-scale WWII rules?

    What have I been up to recently? Well, a lot of gaming, actually. All remote, though.

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    1. Thanks Jonathan. Honestly I hadn't thought about selecting a favorite and frankly I'm not sure if I could! There are so many good choices out there!
      I've been following your gami g exploits of late! I have to say I'm jealous!

      We curbed our f2f gaming this month for a number of reasons so my gaming lately has been solo.

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  5. Steve, that really worked well, a ton of action in a 3’x2’. I am reaching for my NT now. I much prefer his introductory WWII rules than his One Hour Wargames WWII.

    Your new table covering looks really nice.

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    1. Norm i really enjoy these rules and the WAI book. It's a hidden gem among the rules out there. There isnt much in any of the rulesets in this book that I dont like, except of course when playing the French against the British with the Napoleonic rules! :)
      Agree with you, the 1HW rules are just not as interesting to me - too much has been sacrificed. The rules in WAI are wonderful though and have all the simplicity and texture that I'm looking for.

      Thanks Norm you might have noticed there were no offset side pictures like I normally do. Truth be told, I was making a 3 x 2 hex board on the other side and applied so much PVA that I warped the board beyond all recognition. Back to the drawing board!

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  6. You’ve encouraged me to dig out W-AI. I’ll have to read your modifications as I too have multi-based figures. Thanks!

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    1. Glad to hear it Nundanket! TBH I was looking for a way to get these rules on the table and use squad leader type scenarios and so these mods were just what I needed to do that. Interested to hear what you think!

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    2. I like the modifications. I thought about the rationale for you co-locating HMGs with rifle sections, to avoid virtually indestructible HMG units with saving throws of 2-6. I thought it's may be simpler to change the saving throw to make it 3-6 or even 4-6.

      I plan to give them a go soon with my Continuation War models.

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    3. Nundanket, I'm curious as to your thoughts on the morale "question" in the WWII rules. The rules/play sequence stipulate that a unit must make a morale check at the beginning of their turn if they took casualties from enemy fire.

      The question is - how long do those morale effects last for?

      The specific wording in the book says that the morale check determines the unit's options for "the rest of the turn." To me and a few others, I imply that this means the effects only last as long as the unit's current turn. Others have interpreted this as the effects last until the unit's next morale check - Meaning it would have to be shot at again to take another MC.

      The more I think about this, the more I am thinking it's the latter and here is why - there are close combat values/ratings based on the unit's current status of morale.

      If the unit "goes back to normal" morale then there would never be an opportunity to close assault it in any condition except good morale.

      So perhaps I've been playing it incorrectly for years.

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  7. Great stuff, Steve. I’m with you on all accounts: small table, low unit density, simple rules, Neil Thomas, and playing solo ;) I think some of my recent troubles owes to putting too many units on too large a table, need to get back to my roots! ;)

    V/R,
    Jack

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    1. Simple, playable, and fun - that's what I'm now looking for, Jack.

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  8. I love all things infinitely hackable mate, and this is excellent.
    It looks like cityfights have been turned into an exciting game, rather than a grind.

    As usual of course, I'm hacking and thinking Hamburg city centre, 1985, NATO vs Soviet Motor Rifles & Polish ... with the odd T64 and/or immobilized Leopard 1.

    These are added to the list :)

    So..the megagame...I am seeing Kursk?

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    1. Very perceptive, Darren - a quick hint - it's "the" big one :)
      The NT group has a nicely written modern version of his ww2 rules.

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  9. The newly flocked table looks very nice. So does the city fight stuff but is it weird I was more interested in the flocked table? 😀

    I’m also working on some ACW stuff in anticipation of ACWuary as I call it but free time has been slow in coming.

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    1. Whoa whoa Stew- you're doing an ACW-uary? Me too! February is ACW month here at Sound Officers Call!

      Also thanks for commenting on the table. Believe it or not, alot of work went into that! I'm super proud of it!!!

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  10. Great read Steve. I enjoy his WW2 rules and play them often here in th UK as it keeps me playing during the lockdown. I enjoy them because I don’t suffer rules overload while having fun. The perfect recipe for solo gaming. Keep posting!

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    1. Thanks for commenting, Dave! I too enjoy the NT rules as you can probably tell! Really all of the NT rules are great for solo play I think. Just the right amount of rules and detail for my taste.

      I did have one issue/question about the morale rules and whether I'm playing them correctly, but so far the games have all been a blast.

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    2. Hi Steve, hope you can help? Saving throws. First turn infantry normal unit, 5/6 saving throw?

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    3. Dave that's correct. The save throw improves as the state of the troops worsens.

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  11. Playing this again after reading your inspiration article! Am I right in saying the saving role for infantry casualties depends on their current morale? If so, say in the first turn when they are moving, a normal infantry unit has a saving throw of 5 or 6 and Elite 4/5/6?
    Hope you can help? Thanks!

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    1. Yes that's correct sir. That's how I play it, anyways. Second turn if they were 1/2 move or fire it would be one better. If they were the worst state, 2 better I think.

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