As planned, my good friend Keith Flint came over to have a run out of his Startline WWII rules that he is developing. All the previous games I've played have been set in Poland 1939, so Keith naturally wanted to try a different theatre and period of the war. We settled on Normandy 1944 as a rough guide for the game and tried to get as much different kit onto the table as we could. To keep things simple we had no air aupport, nor anti-tank guns, going for infantry supported by a variety of tanks. This was very much a trial game to test the rules, so we weren't too worried about points etc, but more on that later. First off, eye candy:
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An overview of the table, with the British arriving from the far end. Left of the road was broadly open, to the right Bocage, to compare what effect it might have on the game. |
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Shermans and Stuarts deployed. |
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Churchills supported by infantry. |
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Stug III's in position by the crossroad. |
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The German infantry amongst the Baocage, where they could get the most cover. |
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Shermans begin to brew up in the distance, all too rather historical... |
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Churchills move off the road, unaware of the German infantry lurking nearby. |
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The Shermans taking a pasting. |
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Pz IV's arrive along the road. |
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The British move to contact as the Germans get ready to meet them. |
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The end of the Shermans. |
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The German armour dominate the crossroads. |
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The Churchills try to move round the German flank, unaware of German infantry in the wood (extreme left of the photo). |
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German armour moves forward and a Pz IV brews up. |
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A Jadgpanther faces off with a Churchill down the road. |
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The 'Big Cat'. |
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The Stuarts wisely seek cover from the Jagdpanther. |
End of the Game
Not that it mattered much, but by the end of Turn 5, the British had lost too much armour to be able to realistically contest control of the objectives. The Germans had too much armour left and so would have been able to roll up the British from their right flank over a couple of Turns.
Post Game Thoughts
Well that was a good game and did exactly what Keith wanted, in giving the rules a good run out, but in a 'new' setting. Some points that came up during the game:
- We went for roughly that same number of troops per side, but it quickly became obvious that the German Stug III's in cover had a big advantage over the Shermans in the open. Obviously historical, but in game terms too much of an advantage to the Germans.
- In the scenario as written, both sides would have equal points, which didn't work in this case. We thought a 50% advantage (or more) to the Attacker would be required to make this a more even and interesting contest.
- Currently the Defender has 50% of his force off table, which can come on after Turn 3 on a die roll. This felt too random and could negatively impact the Defender, so rather like BKCII, the Defender would be better off having all of his force on the table, with the Attacker having more points as outlined above.
- Having played a few games of these rules now, I felt more comfortable with them and started to understand the thinking behind them, of course in large part due to chatting with Keith during the game.
- We had to use some blank markers as I do not have 2" mortars or PIAT's for my BKCII forces, ditto Panzerfausts or Panzershrecks. So I'm sure I have some figures in a box somewhere, so will probably get these based and painted up at somepoint for use in future games.
A busy week or two beckons, but I hope and need to crunch on with getting figures painted for the CWD show which is about 5 weeks away. I managed to add flags and flock to three Battalions of infantry last night, so have Jaegers, Command and Artillery to start to complete this Brigade. Then there is some Cavalry to paint, not something I really enjoy!
TTFN.
Interesting Steve to see how Keith's developments of these rules are coming along, nice to hear you have a painting schedule in place for CWD. Business weeks ahead for a number of us :-)
ReplyDeleteCheers
Stu
The rules are really coming along nicely and certainly gave a very good Platoon/Company level action and a nice contrast to BKCII. I have an idea of what I need to paint, whether I get to achieve it remains to be seen!
DeleteThanks for hosting this Steve. I think the game mechanics were broadly confirmed as good, but there was some very worthwhile input on scenario structure which will improve things in the future. Plus I enjoyed myself!
ReplyDeleteGood to have you over for a game in the new games room! I thought the mechanics worked perfectly well and nothing jarred. Aside from the usual fine tweaking here and there, which one would expect, the scenarios should be an easy fix as it were. It was a fun game for sure!
DeleteIf you can get a broadly historical result from a set of rules, you (or Keith!) must be doing something right! No real surprise that an attacker of equal size would struggle to prevail - I think the standard accepted military thinking is a 3:1 advantage is required for a successful assault?
ReplyDeleteFair point there Keith and the rules are all a result of Keith's hard work. The scenario we trialled was broadly based upon a FoW one, with each side having equal points. It became apparent very quickly that this didn't work. In BKCII the Attacker might have 50% or more advantage in points, which generally works well and sometime double the points. The 3:1 is a Napoleonic maxim I believe, but still holds true today one would have thought.
DeleteGreat looking game!
ReplyDeleteThe battle table is a real eye-catcher!
Thankyou Michal!
DeleteGreat looking game Steve, and a tough one for the Sherman’s !
ReplyDeleteThanks Matt and the Shermans did brew up all too easily, living up to their monikers:(!
DeleteLooks great! How do you model the 'unawareness' of the Churchills in the game?
ReplyDeleteThanks John! There are spotting rules, so the infantry were hidden from view until the Churchills got too close and paid the price. You can use 'blinds' too, but we left these out for speed of play, given we were testing the rules in a new setting. Hope this clarifues things?
DeleteThanks Steve. That is half of it; the other half is what mechanism keeps the Churchills moving towards the unobserved threat? Orders? Declaration of intent?
DeleteThere were 3 objectives on the table, with the Churchills moving towards the building on their flank and then on towards the crossroads, both of which were objectives. So basically following orders, if that makes sense? During the game we did talk about whether they should wait for the infantry to catch up to screen them as it were, which sort of mirrored the argument that tanks wanted the infantry up front and vice versa.
DeleteGot you, thanks Steve, it does make sense.
DeleteTough day to be crewing a Sherman! Great looking table and especially so seeing you get the game out on your Home table. Reaching that milestone in your new game room must be very satisfying.
ReplyDeleteA tough day indeed Jon! A really good way to christen the games room with a good friend and a period that is my first love:).
Deletegreat WWII set up. glad the playtest of the rules went well. 😁
ReplyDeleteThanks Stew!
DeleteThat was a poor show by the Brits I’m afraid ☹️ Alternatively you could argue that the German success was achieved because their forces performed well, destroying the allied forces piecemeal.
ReplyDeleteI often tend to think of wargame battles in comparison to football matches. if there’s a disparity between the forces involved then you must play to your strengths - and ensure the opponent/enemy cannot play to theirs.
Normandy ‘44 = broadly speaking the Allies had the upper hand in terms of air superiority, artillery and sheer numbers. Lesson = make the most of these advantages. Of course, in reality, this is often easier said than done 😉
Good luck with all your CWD prep.
Cheers,
Geoff
The Germans got the upper hand which quickly turned the game in the favour, so shades of Operation Goodwood I'm afraid. We didn't try artillery nor air support, which the Allies would certainly need to make the most of their materiel advantage. Next time maybe we can add these in and with a more balanced scenario too.
DeleteLovely looking table and game. Glad that the outcome was useful.
ReplyDeleteThanks Richard! Very useful for Keith and for me too, as I gained a better handle on the mechanics. I've got some more games lined up, but solo affairs, hopefully kicking off this weekend...
DeleteSplendid looking game all a bit unfortunate for the Rhonsons but pretty historical, I think you definitely need a bit more of an advantage for the attackers but unbalanced scenarios are still worth playing I think?
ReplyDeleteBest Iain caveadsum1471
Thanks Iain! As they brewed up, shades of Operation Goodwood kept coming to mind I'm afraid. I've just set up a table and will look at the points, giving the Attackers a 50% advantage to see how that goes. It's Russia 1941, so Germans pretty good, the Russians less so (but some ideas to try there) but they do have a T-35 and some T-28's! The Pz I & II crews might be a tad nervous I think...
DeleteGood-looking game, as always, Steve. Good to see it confirmed the game mechanics are basically sound and Keith's rules are coming on well. Scenario design is a whole art to itself, of course, quite distinct from rule-writing. Am I right in thinking there wasn't any hidden deployment/ movement? I think you really need it in WWII games at this level. It can be a pain tracking what is where, but it's worth it. On the other hand, you didn't paint all that nice kit just to keep it in the box for most of the evening!
ReplyDeleteThanks Anon! Scenario design I have found to be more of an issue over the years, when zooming in on smaller level units sizes compared to BKCII. It is an art on its own that is oft neglected I feel. There is hidden movement/blinds in the rules, but we kept things simple for this game, which worked. As in the case of the Churchills, we played that they did not know the infantry were there, (due to spotting rules) but also ignoring our Gods eye view of the game.
DeleteOops, didn't mean to be anonymous. It's me, ChrisBBB.
DeleteThe mystery is solved!
Delete