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Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

08 August 2025


In Search of Rules for WW2Introduction
In here, I explained why in 2025, I got back into WW2 war-games. 
The first task was to decide the rule set Alex and I wanted to play - see here for a recommended process to approach an historical period. To this end, I conducted much research in t'interwebrary about popular rule-sets. 
Observations
What follows is my interpretation of the articles and YouTube videos available in July and August 2025.
They are offered here in case others might benefit from the research.
Observations are presented by organisational level and rule-set; each rule-set is identified together with its author(s) and year of initial release.

Please let me know if there are glaring errors in any this work.
Now I'm more familiar with Chain Of Command 2, improvements to the detail of some of what was observed in Jul25 became apparent (in Nov25) but the general gist of the observations was the same so no time was consumed to polish them.
Platoon Level

Chain Of Command

TooFatLardies – 2013

  • Patrol phase – determines where infantry units may start the game; a good feature.
  • Roll typically 5 x d6 Command Dice (CD) to determine which type of units may activate.
  • Chain Of Command Dice (COCD) used to record COC Points (COCP) gained from CD; COCP enable additional interventions/ actions.
  • Each turn is played in phases; throws on CD determine end of turn, which results in ‘administrative’ actions.
  • There are random events tables.
  • Units are represented by bases with individual figures so more play-time spent moving units than with rules that have bases that represents groups of troops; however, platoon level means there aren’t a large quantity of bases on the table.
  • Actions for combat units may be move or fire.
  • Movement distance for all units determined by di(c)e roll(s) with adjustment for terrain and crossing obstacles. Tactical, normal and ‘at the double’ use different quantity of dice and each has different benefits and constraints.
  • Commanders can order overwatch and covering fire, mitigate shock and order fire from ‘specialist’ weapons.
  • Distant Combat: quantity of d6 varies by weapons shooting; roll to hit depends on range and quality of target. Hit effect table considers cover. Target may be shocked or killed.
  • Close Assault: quantity of d6 to roll = quantity of figures; 1/3 probability of shock/ kill; looser may be forced to withdraw.
  • National characteristics can tweak rules.

Company Level

Crossfire

Arty Conliffe - 1996

  • Player with the initiative keeps playing until initiative lost by: sustaining damage from combat; failing an attempt to inflict damage on the enemy; or failing an attempt to rally. Effectively, both players are active throughout the game.
  • Actions may be move, combat or rally.
  • No measurement for movement or firing.
  • Movement between terrain features so lots of features required.
  • Enemy can opportunity fire if active player moves into field of view.
  • Distant Combat: Rifle squad throws 3 die to shoot (MG = 4 die); 5&6 to hit; quantity of hits determines pin, suppress or eliminate.
  • Close Combat: die roll with modifiers to eliminate enemy units.
  • Roll to rally
  • No national features; eg, all MG are the same.

Fireball Forward

Mark Fastoso and Jonathan Miller - 2012

  • Units (typically platoon) made up of elements (typically squads).
  • Units often in concealment and placed on table only when they fire or are ‘spotted’ so initially, lots of documented hidden movement. Once spotted, all elements bar sniper, remain on-table for the rest of the game.
  • Side and quantity of units to be activated determined by draws from deck of playing cards. Payer selects unit(s) and sequence for activation. Some scenarios employ ‘initiative chips’ that allow additional activations.
  • For each unit, player chooses first element, which may move, spot, fire and/ or rally (depending on whether the element is individual, Recon, infantry or vehicle) in sequence selected by the player. This is repeated for all elements in the first unit. The player then repeats process for subsequent units in the previously decided sequence.
  • The opposing player repeats the process, which is repeated until all elements have been activated once in the current turn.
  • Movement is across any distance within a radius from the current position; constrained by the quantity of ‘terrain crossings’. Enemy may initiate Opportunity Fire (OF) if movement within LOS but may conduct OF only once per target unit per turn. At end of move, element can nominate one terrain feature within 3” and LOS; enemy must reveal any units concealed by that feature.
  • Distant Combat: 
    • Fire against nearest element within LOS. 
    • Against infantry, 3 different dice - the quantity of each depends upon unit firing – white hit d6, coloured hit d6, and 20-sided range die. White dice with DRMs for terrain and potentially range of target; coloured dice hit on natural 6; and range die increases the standard effective range of the element so can prevent all hits if target beyond range.
    • Morale check required for each hit: one failure and element is ‘broken’ so may make a route movement; >1 and element eliminated. Target suppressed if passes morale check when it was fired at during enemy’s activation (not from OF); consequently, target unable to initiate OF until next activated.
    • When hit armour, check penetration and roll to block penetration. Morale checks may be required.
    • Artillery is off-board.
  • Close combat: single d6 per side with DRMs; only loser receives hits.
  • Rally is the only permitted action for a ‘broken’ element but other actions may be conducted if element does rally. Six on D6 required unless in base contact with leader, in which case compare against leader moral.
  • Spot action: 5 or 6 on d6 enables nomination of one terrain feature in LOS and any elements there are placed on the table.
  • Generally, units are generic rather than different features for different nations (may be different ranges – don’t know). One exception is Russian activation. Also specific rules for Japanese.

Flames of War

Battlefront Miniatures - 2002

  • Arguably, slightly bigger than company level – aircraft and artillery may support. Appears to be primarily an armour game. Ground scale is significantly different to the figure scale.
  • Measure for movement and combat.
  • Command Radius (CR); penalty for shooting if outside CR.
  • Distant Combat: 
    • Check range, check Line Of Sight (LOS), check concealment. Quantity of dice to roll is a function of weapon to fire and the amount of movement undertaken. 
    • Roll to hit is a function of target with DRMs.
    • Hits are assigned to other targets in the unit (within 6” of hit target), even if they weren’t shot at.
    • Roll to save based on offensive capability of weapon and armour of target; then roll Firepower Test to establish level of any damage. (Lots of dice rolls).
    • Infantry can become pinned.
    • Artillery is on-table; template used for fall of shot. Aircraft bomb in similar way to artillery fire.
  • Close Combat (Assault): ? - prior to completion of this summary, I’d decided I’d not enjoy FOW so ceased research.

Poor Bloody Infantry (PBI)

Peter Pig – 2000; latest version was 2025.

  • Grid based.
  • Each ‘square’ of the grid rolls for quantity of Action Points (AP) with potential for re-rolls based on distance from Company Commander. Every element within the square may consume the same quantity of AP.
  • Actions may be move, combat or rally.
  • Movement costs AP – quantity of AP varies by terrain being vacated and entered.
  • Distant combat (DC) costs 1 AP with a max of 3 DC per turn – 6 to hit on d6; quantity of d6 determined by type of weapon and modification factors. Saving throw – modified by terrain. Enemy survivors may return fire. 
  • Eliminated unit replaced by ‘body’ marker. Two such markers for a platoon represents 1 ‘problem’ (loss of officer also 1 problem). When there are 2 problems, moral check required that can result in removal of a base. Cost 2 AP to remove a body marker.
  • Close Combat (Assault) costs 4 AP – 3 die per unit with modifications.

Battalion Level

O Group – (might be company level)

Reisswitz Press (sister of TooFatLardies) – 2020

Rapid Fire
Colin Rumford and Richard Marsh – early 21st century
  • Abstraction of unit size so something platoon size represents a company; not appealing.
    • “Play using the standard Rapid Fire 1:15 figure and 1:5 vehicle ratios for brigade-level engagements, or use for 1:1 skirmishes or even 1:45/1:15 divisional level battles…”.

BattleGroup

The Plastic Soldier Company – 2012?

  • Has keen followers.
  • Claims to handle from platoon level to at least Battalion level.
  • Unsure that Reserve Move is realistic; a reserve move marker can be placed, then played at any time; in the enemies bound, a unit can reserve move after all enemy have fired, then it can move again on its own turn; this doesn’t appear realistic.

Conclusions
We decided that we'd start with relatively small organisations so specifically sought a platoon level game, with the intention to scale up force sizes and choose different rules as our confidence grew and we 'were promoted'. We opted for Chain of Command and awaited release of version 2 in the Autumn of 2025.


03 May 2022

Review of 'The King's War 1641 - 1647' by CV Wedgwood

Having enjoyed CV Wedgwood's 'The Thirty Years War' (T30YW), I was delighted to receive, as a surprise gift, CV Wedgwood's 'The King's War 1641 to 1647'. 'The King's War' was first published in 1958 (20 years after T30YW) and was also written in 'proper' 20th century English.

'The King's War' is the 2nd of 3 books written by Wedgwood about the ECW. The first was 'The King's Peace 1637 - 1641' and the third was 'Montrose' about the Scott, James Graham, who was the first Marquess of Montrose.

The book has the same attention to detail enjoyed in T30YW so includes mention of relatively small skirmishes. Generally, relationships between protagonists were simpler than in T30YW so the content in the 600+ pages of this book was easier to follow.

Once again, a book well worth a read by those interested in the history of the ECW. It provides much context relevant to scenarios for wargames. I recommend 'The King's Peace' be read before 'The King's War' simply because that should provide further context; ie, the relationships between the King and senior members of society that lead to the conflict.

02 May 2022

Review of 'The Thirty Years War' by CV Wedgwood

Of significant influence on the outcome of military activity is context; be this economic, geographic, morale (and motivation), generalship, etc. With a particular interest in the English Civil War (ECW) I wanted to learn more about the Thirty Years War (30YW) in Europe, which ended at a similar time to the ECW. Research on t'interwebrary suggested that 'The Thirty Years War' by CV Wedgwood was at least as good a source as many others.

Wedgewood's book is considered by some to be the definitive work on the 30YW. First published in 1938, it makes use of the extensive written records from the 17th century. 

The 30YW was a very messy affair in several ways not least of which were: the horrific impact it had on probably many hundreds of thousands of the citizens of predominantly central Europe, many of whom were innocent bystanders; the convoluted political relationships between many of the central characters; and the significant use of mercenaries who often fed themselves via devastation of the lands they occupied.

Of significance for the ECW from the 30YW, were:

  • The military experience gained by commanders; both Royalist and Parliamentarian.
  • The relatively small proportion of mercenaries employed in the ECW - many mercenaries continued to fight in Europe rather than venture to Britain. This may have contributed to the civility of the ECW relative to the 30YW; although, atrocities were committed in the ECW.
  • The reluctance of many European powers to support the combatants in the ECW - this may particularly have affected the Royalist cause. 
The book is well written in the 'proper' English of the early 20th century. It is comprehensive and appears to be written from a neutral perspective; ie, in favour of no particular faction. The only feature that some readers may consider to be negative is the depth of coverage of the history but this is exactly what I wanted so I thoroughly recommend this book (of more than 500 pages) to those who want a comprehensive understanding of the 30YW.


06 February 2021

Review: Rules 'Panzer Marsch!' - Graham Birkley and Steve Dunn for the North Hull Wargames Club

Summary
Below, is a personal summary of Panzer Marsch!, which was gained by reading the rules:
  • Great for actions from high-level skirmish to fairly large battles - recommendations in the rules imply up to circa 200 AFVs per side in 1:300; although, this quantity could require maintenance of lots of records.
  • Whilst not stated, the intended duration of each bound appears to be several minutes.
  • Measurement for movement uses a unit called M, which may be defined by the players - great idea to simplify movement.
  • Effects of small-arms determined with templates - rapid assessment of casualties.
  • 'Large-arms' fire uses 5 range-sticks of different length, each divided into 6 'bands' - great idea.
  • Well thought out (developed over 20 years of play); probably easy to learn so that only the 4 sides of play sheets (aide memoirs) should be required for a game.
  • Beautifully presented.
  • Appears to have been lots of research to generate the many army lists that can still be purchased separately.
Waffle
Note

Several reviews of Panzer Marsch! are available from Boardgamegeek.com; consequently, this review is intended to be the highlights from my perspective, rather than fully comprehensive.

Why I bought Panzer Marsch!

Circa 2010, when I dug out the Heroics and Ros 1:300 figures I'd purchased and painted 30+ years earlier, I realised the mix of figures was historically inaccurate. Through research on t'interwebrary, I became aware of and purchased some of the many army lists published by the North Hull Wargames Club (NHWC) that formed an important part of their Panzer Marsch! wargames rules.

Illustrative use of range sticks

After the inspiration to re-visit WWII desert that, 3 months ago, I received from Peter from his Grid Based Wargaming blog, further research on t'interwebrary indicated Panzer Marsch! employed some great techniques; I was particularly attracted to the use of range-sticks. A couple of weeks ago, a very reasonably priced, used copy came up on eBay; it was purchased.

Size of typical force
The rules recommend various force sizes based on a points system; for example, 20-25mm troops to be 700 points for skirmishes and 1,500 - 2,000 for battles. A typical British force from 1944 worth 1,500 points consists of:
  • Force HQ
  • One infantry company of: 
    • Company HQ
    •  Three infantry platoons of:
      • Platoon HQ
      • Three sections
  • Four medium lorries to carry one infantry platoon
  • One infantry support platoon of:
    • Platoon HQ
    • One Medium Machine Gun section
    • One Mortar section
    • One Anti-tank Gun section
  • Armour
    • HQ - one armoured car and 3 Honey light tanks
    • Two troops of:
      • One Sherman Firefly tank
      • Three Sherman 75 tanks

This is a force of circa 150 infantry figures, 2 anti-tank guns and 20 vehicles. This appears to be quite a lot of individual figures to move about a battlefield and units for which to maintain records.

Army lists

Half of one of the many available army lists

The permitted constituents of a force, their organisation and  point values, are available in army lists. There are scores of army lists produced by NHWC to support Panzer Marsch!; they are still available via t'interwebrary. Also, the army lists are very useful in their own right, which is why I bought some circa one decade ago.

Activities addressed by Panzer Marsch!

Panzer Marsch! includes techniques to represent all types of military technology employed in the period. In addition to the standard fodder for rules, such as movement and 'normal' combat, Panzer Marsch! addresses: orders and how to change them over the radio-net; target identification; artillery and mortars; snipers; cavalry; engineer weapons and fieldworks; air superiority, ground-to-air, air-to-ground, paratroops and gliders; morale; and amphibious operations.

The rules really are very comprehensive yet appear as though they'd be easy to use after a little practice. There are minor variations recommended for 1:300 scale.

Timescale

Whilst not stated, the intended duration of each bound appears to be several minutes. Primarily, this has been determined by what is achievable on the radio-net in one bound. 

Benefits of M

Movement and visibility ranges are measured in units of M; recommended to be 3" for 1:300 and 6" for other scales; however, players agree M prior to the start of a battle; although, the length of M clearly has to bear some relationship to the dimensions of the range-sticks, which are between 1 and 10 standard Ms in length. A firing vehicle may be visible up to 10M and an early WWII light tank may move up to circa 5M.

Attractive to me is the simplification of M compared to more complex rules with subtilely different movement distances for each vehicle. The use of M has some of the benefits of hexes, which are discussed here.

Benefits of templates and range-sticks

For similar reasons, the use of templates and range-sticks also appeals. Dimensions are provided in Panzer Marsch! for templates for: shot guns; flamethrowers; heavy machine guns; artillery; and to determine whether a hit is on side or rear armour.

As indicated in a previous illustration, range-sticks are a convenient way to determine the effectiveness of anti-armour and anti-aircraft weapons. There are 5 range-sticks, each subdivided into 6 'bands' of equal length; range-sticks are between 6 and 60 inches long (3 and 30 inches for 1:300). What range-stick to use and the armour penetration capability at each band is detailed in the army lists for each anti-tank weapon.

Benefits of play sheets
Half of one or the four play sheets

The 50+ page Panzer Marsch! rule book exists to explain the rules and provide illustrative examples for clarification. The rules appear straight-forward and are summarised on 4 glossy sides of A4 play sheets. 

Experienced players will require only the play sheets for battle and not the entire rule book. This is a great way to present an easily playable, table-top friendly set of rules.

Style of presentation

Panzer Marsch! is well presented. It is clearly laid out and printed in a glossy format so crumbs of battle-rations can be brushed off without leaving a mark. The photos of some of the battles from NHWC show scenery with the high quality of a model-railway - most impressive.

16 January 2021

Review: 'Axis Forces in North Africa 1940-43' - Claudio Antonucci

Today, I received in the post, a used copy of  'Axis Forces in North Africa 1940-43' by Claudio Antonucci. 

It's an excellent picture book of 52 pages roughly A4 in size. It has lots of hand-drawn plates, all accredited to the author in 2005 and black and white photographs taken during the campaign; useful details are provided with the pictures. It also contains 5 pages of historical summary.

The book would be great for modellers. It provides details of uniforms and personal equipment.

The most memorable observations from this book were:

  • The Italian uniforms appeared poor quality; apparently, Italian troops often appeared dischevelled.
  • The Italians often wore captured British uniforms; presumably because they were better quality than their own; although, this could have been a means to display trophies.
  • Some Italians wore British Commonwealth badges; again, maybe a display of trophies.
  • Italians and Germans wore desert and European uniform; maybe too little desert uniform to go round. 
Quantities of Pictures
Plates     Italian        26
Plates     German     19
Photos    Italian        42 
Photos    German     58

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