D DAY FOR WW2 RULES

Stephen presents a comparison of three different WW2 rules.

I’m only an occasional WW2 gamer. Probably not even that often. I often tussle with what rules to use because I’m not sure what kind of game I want. Generally, I’m more interested in the infantry experience, but WW2 is all about the tanks as well, isn’t it?

So what I’ve decided to do is have a game with the three sets of WW2 rules I have – Crossfire by Arty Conliffe, Battlegroup by Warwick Kincaid, and Fireball Forward by Mark Fastoso and Jonathan Miller. To test the games I have decided to play exactly the same scenario with the same forces to see how it goes.

Scenario

To give a true compare and contrast between the rules all games will use the same layout and the same forces (more or less), a German company with machine gun support and a Russian company with mortar support.

The games will be small ones, on a 3’x2’ board. To the south east is a farm with a road running north/south and a junction heading west. Wheat fields lie either side of the western road. To the north east and south west are areas of light woodland. In the north west there is an area of high ground.

The Battlefield

It is August 1944 somewhere in east Europe. Stalin has launched Operation Bagration. The Germans are on a strategic withdrawal in the face of a Russian advance. The German armour is making its way south, down the road, so it can turn west back to Germany. The Russians are coming from the south east. Both sides need to capture the farm and the road junction – so the Germans can get their tanks to safety, and so the Russians can stop them! A German infantry platoon has been sent to capture the objective, just as a Russian scout platoon arrives on the scene…

Game #1: Battlegroup

As written, Battlegroup uses individually based figures. But mine are based in 3s. This is easily dealt with by adding wound markers. Each player’s battlegroup is composed of ‘units’ (e.g. a squad of infantry). Each unit will add to the Battlegroup’s Battle Rating. During the game a player will have to draw a token from a bag after certain events (e.g. a unit is destroyed, or you try to unpin units, plus other events). This token could have a numerical value (from 1 to 5) or be a special event. When the numbered tokens add up to the battlegroup’s Battle Rating it is game over.

Germans take cover by a wheat field.

The Russians went first. At the start of each turn the player rolls one or more D6s (depending on the size of the game) and adds one for each officer. This total is the number of units you can activate this turn. This means you won’t always be able to activate everything every turn. I like that – it creates tension and decision making.

The Russians advanced north along the road and west behind the wheat fields. In response the Germans advanced – one squad with MG34 went into the wheat fields and the other two squads advanced toward the two areas of woodland. To activate a unit you must choose from specific orders. These include moving and firing, firing and moving, double move, double fire, plus many others (e.g. calling in mortars). One such order is to put your unit on reactive movement or reactive fire, which occurs in your opponent’s turn.

Russians advance past the farm.

The Russians moving behind the wheat field held in place and went on reactive fire (wondering what one of the German squads would do). The Russian Maxim gun attempted to open fire on the other German squad in the other piece of woodland. To open fire first you must roll to spot. This seems to be the case even if you have previously shot at a unit (the wording certainly implies this is the case), the rules highlighting how seldom opposing enemies saw each other, especially when trying to keep low and out of sight themselves. Once spotted you then total up all the figures firing – each weapon has a ROF and this is the number of dice rolled. Chance to hit is based on range and ROF. The target then makes a save roll (based on any cover). Remaining hits are then taken as casualties and a morale roll is taken which could be anything from OK, to Pinned, to Rout. Standard stuff.

The Germans were starting to encircle the Russians, holding both areas of woodland and also the wheat fields in the centre. Then, on the Russian turn, the Russian officer called in some mortars. This caused two German casualties and the Germans failed their morale and went pinned. A pinned unit can take no action at all and stays pinned until rallied. To rally a player must draw a token from the bag. For each token 1D6 pinned markers can be removed. I drew a token and pulled out a 3 – a significant number for a game as small as this. The German MG34 decided to return the favour and opened up. The Russians took casualties and also got a Pin result. But on the Russian turn I decided to leave them pinned (you don’t have to rally) for fear of drawing a bad token.

The Russians in the fenced field have taken casualties and one unit is pinned.

The Germans had taken more pinned markers, which I had to try and rally or else they’d sit there doing nothing.

Germans have taken casualties and are Pinned, but they drew a “Beyond the Call of Duty” token.

But this time I drew a special marker: Beyond the Call of Duty. Not only did the pin marker come off, but it came off without any harm to their Battle Rating. The Beyond the Call of Duty marker allowed them to make a roll to see if they could take an extra activation. They failed. But at least they were no longer pinned.

Ultimately, it would be a Russian victory. The Germans found themselves taking shelter in the woods and with Russian mortars falling they soon took enough casualties for game end.

Game #2: Crossfire

A confession: I’ve played Crossfire quite a few times. Models in Crossfire are based in multiples, with 3 on a base for a squad. It’s pitched at company level infantry actions, which is precisely what I’m interested in.

Russias occupy the farm, but some are Suppressed.

So Crossfire has some key concepts – no fixed turns (units can keep activating, multiple times), no ranges (if you can see it, you can shoot at it), no move distances (I’ll say a bit more about this). The core mechanics are very simple though – when shooting you’ll roll a few D6 and need a 5 or 6. One hit is a Pin, two hits a Suppression, 3 hits a Kill. Not rocket science.

Germans brace for the Russian advance.

The game started with the Germans on the high ground. The Russians came on by activating. You can either move them by individual squads or you can do a group move. So I brought the first Russian platoon on, behind the barn. I put the mortar observer in the barn where he’d have a good view. And so on. In Crossfire units move in straight lines. Players have to indicate to their opponent the route they are taking and if an enemy squad can draw LOS it can make a reactive fire. If the reactive fire fails to Suppress then the active player can carry on. If it does Suppress then initiative switches. Units move from terrain piece to terrain piece (or into the open). All the time they have initiative they can activate again, even with the same unit.

Russians advance screened by smoke.

The Russians moved up to the western road with two of their platoons whilst the Germans came off the hills to take cover behind the wheat fields. The Russian FO then called in smoke to obscure the Russian advance and the Russian squads moved up behind it. The Russian Maxim MG took up position in one of the farm buildings to prevent a German flank attack, it opened fire on the Germans but failed to score a hit.

Over to the Germans.

With little to stop them the Germans made their way along the top of the battlefield and into the woods, where they engaged the Russian Maxim. The MG crew attempted reactive fire but failed to score a hit which means they would be unable to do any more reactive fire until after initiative switches, so they are marked with a No Fire counter. The Germans opened up.

Russian Maxim gun team are Pinned, and may Not Fire until initiative changes hands

Things were a bit slower along the western road, with neither side daring to break cover. One of the Russian platoons dug-in and the German machine guns repositioned. Meanwhile the attack on the farm buildings was going well for the Germans – they destroyed the Russian MG and moved up to occupy the buildings. To counter this a Russian platoon moved into one of the wheat fields and a prolonged firefight broke out, but the Russians finally managed to dislodge the Germans from the farm.

The game would end as another Russian victory! This game had been a lot more dynamic and fast-paced – one of the advantages of Crossfire. It had been more tactical as well (compared to the line ‘em up, face each other, and start shooting affair of Battlegroup). This is the real advantage of Crossfire – you start to think like an infantry commander – laying down smoke for cover, trying to organise squads in to firegroups or the eponymous crossfires, when to react, when to rally…lots of decision points. That’s where the complexity lies in the game, in the tactics. Very enjoyable.

Game #3: Fireball Forward

OK, let’s deal with the elephant in the room. The dice. If you know anything about Fireball Forward it’s the whole dice thing. So here’s how it works. To shoot you will be rolling some white D6 and some red D6 (for infantry squads it’s actually one of each). And you will also be rolling a range dice (a D20 for infantry). The red dice hits on a 6. Only a 6, and it’s never modified. The white dice can be modified and will hit on either a 4, 5, or 6. Then we come to the range dice. A weapon has an effective range (e.g. 10”) PLUS what you roll on the range dice – so for infantry squads it could be up to 30” (10” plus you roll a 20 on the D20). You do not pre-measure! So after rolling, if the range is higher than the effective range plus the range dice you have missed regardless of what you roll on the white/red dice and if the target is within the effective range plus range dice then there’s the chance of a hit – check the white/red dice. If the actual range is less than the D20 roll you get a +1 on the white dice.

Russians open up, if the range to their target is <=13″ they’ll score a hit with the 5 on the white die.

That sounds more complicated than it actually is. It only gets messy when you are dealing with weapons with range dice like D20D20D8.

You are either going to get on with this or you aren’t. It’s a marmite thing. Like I just said, it’s not as bad as it sounds like it could be, so long as you restrict yourself to predominantly infantry actions with just a few different armoured vehicles.

Russians about to be outflanked.

Movement is also a bit novel. Infantry can, in theory, have an unlimited move. But what they can’t do is finish their move, nor can any part of their move, take them more than 12” from where they started. The player must trace the movement route so the opposing player can announce if and where he can make an opportunity shot.

These are the two big Fireball Forward things and I wanted to get them out in the air at the beginning.

For initiative you need a pack of playing cards. You draw a card and keep drawing until a different colour comes up – you put that card back on top of the deck. You check how many cards you have and then you mark your units with a number and activate them in that order – lowest first. So let’s say I draw 3 red cards and the fourth is black. The black card is put back. I have three red cards which means I can now activate three Allied units. Once all units, of both sides, have activated a new turn begins. What’s really good about this is that both players are involved at all times and there’s always a chance you can salvage a bad situation.

German machineguns about to fire.

I realise I’ve spent more time discussing mechanics than actual game play, but that’s OK – after all, this is about letting you know about these very different sets of rules. I bet those of you who are into rules writing and game design will enjoy reading Fireball Forward.

So let’s deal with the actual game. This one turned into a much harder fought encounter. Both sides used more or less the same tactics as previous games – the Germans moved along the northern edge into the woods and then tried to force their way south, down the road, into the farmyard. Meanwhile, the Russians advanced along the southern edge, behind the wheat fields, hoping to outflank the Germans.

This time the Germans were more successful. They eliminated the Russian platoon occupying the farm and then moved in themselves. The German machine guns halted the Russian advance down the western road and brought up a platoon through the fields to outflank the guns. Meanwhile, the Germans in the farm pressed the attack and came round behind the Russians to launch an attack against the Russian company command and Maxim gun. The Germans finally achieved a win!

Russians move past the farm.

Conclusion

I’m not going to offer scores or say which is best and that kind of thing. Instead I am going to say how they suit me and my gaming – in a club setting with multiple players on a Saturday.

Battlegroup is a very ‘traditional’ game. By that I mean it is an IGOUGO system with nothing particularly ground-breaking mechanics wise. I don’t mean that negatively. If you have several players, none of whom have played Battlegroup before (or even WW2), then they will pick it up soon enough. Which is what you need in a club. It’s also aimed at being a ‘big’ game – with combined arms. Battlegroup, as the name suggests, is about lots of infantry and armoured columns having at each other. The simplicity of the rules does mean it has less subtlety or tactical finesse and I imagine it could get a bit vanilla, but that also suits group play.

By contrast, Crossfire is a game for the gamer. It may be the oldest of the three but it’s also the most innovative. It’s really aimed at infantry-only games. Yes, there are armoured vehicle rules, but they do seem a bit tacked on and the rules writer himself admits they aren’t the best. And they aren’t. Fortunately for me, infantry actions are what I’m most interested in, so I don’t play Crossfire with vehicles. Although it’s a simple game, the novelty of some of the processes will take a bit of getting used to for a newcomer. The game mechanics are very simple, but the tactical choices and options are what make it complex – the mark of a good game! A one-on-one game with someone new would be a good way of introducing the rules and be a real pleasure. Crossfire is my go-to WW2 rules. If you are inclined to the tactics and experience of the infantry commander then you could do a lot worse.

This leaves us with Fireball Forward. Like Crossfire, it has some innovative components, particularly the dice mechanism. Like Battlegroup, it is also about combined arms and integrates vehicles into the rules in a better way than Crossfire. But I have to underline the dice mechanism. It reads worse than it plays. In practice, you roll the hit dice and range dice at the same time, and I found myself looking at the hit dice first to see if there was even a chance of hit. This made it playable and you will pick it up in just a couple of turns of combat. This is OK so long as you aren’t dealing with too many varieties of range dice. Infantry will, generally, be using a D20. Though some vehicles will use a tortured combination such as D20D20D8D8. No. Just no. As such, for my money Fireball Forward works somewhere between Battlegroup and Crossfire – mainly infantry actions with two or three vehicles in support. Which is what I’m looking for.

There’s a place for all these rules. What you go for will depend on what you are looking for. They all provide a different kind of game and they all provide a good game. You won’t go wrong with any of them, but I think I will mostly be sticking with Crossfire (with the odd game of Fireball Forward).

Oh, one last thing. Yes, I have heard of Chain of Command. Yes, it is a very good game. But I don’t own a copy.

A year’s worth of gaming (Part 1)

Club member Stephen reviews the games he has played at Maidstone Wargames Society this year. This is part 1 of the article covering January to June.

This article is a review of all the different games I’ve played over 2023 just to see, and remind myself, of the variety of games I’ve done. At the beginning of the year I made two decisions – play more sci fi, and play more games that other people put on (my general attitude is ‘I paid for these models and took the time to paint them so I want to use them!’ which means I generally put on a game at most meetings). So this year I wanted to mix things up.

The first game of the year was at the club meeting on January 28th. This was a game of Sword & Spear and part of a campaign (which started in 2022) to re-fight the Wars of the Roses with Jeremey.

January – Sword and Spear – Mortimer’s Cross

I love playing Sword & Spear. I do. But I don’t seem to be any good at it. In all the games I’ve ever played of S&S I think I’ve only ever won twice. Surely it can’t be my superior tactics, that seems to be beyond reproach, right? This game was a re-fight of Mortimer’s Cross (you can find the full, and gloating, write-up here: Wars of the Roses – Battle of Mortimers Cross – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)). As is traditional with S&S, I lost. But you know what, I couldn’t care less because the games are always a lot of fun with plenty of pre-game trash talk and goading, and each game has a story. Playing in good company always helps as well. I’d willingly keep on losing so long as I keep on enjoying it.

February brought another couple of games at the club.

First up was a new game to me – Charlie Don’t Surf by Two Fat Lardies. I find TFL games a bit marmite. I’ve played Chain of Command – loved it. I’ve played What A Tanker – didn’t like it. And this was the first time for CDS. And I loved that as well. The game and models are all Pete S’s, and he’s done a blinding job on them. They are 10mm Pendraken models (I think) and it has just the right look for Vietnam.

February – Charlie Don’t Surf

We’re used to seeing 20mm and 28mm Vietnam games which focus on platoon actions. But Vietnam was bigger than that – often brigade sized actions with the company as the manoeuvre unit. And 10mm captures that perfectly. I had command of the armoured platoon. We put Mark J (newly appointed club chairman) to prove his mettle in command so he took company HQ. The game was a victory for the US side!

The second game in February was planned to be a Barons’ War game with Andy. But in the week leading up I suggested to Andy we could do a ‘compare and contrast’ and have a game of both Lion Rampant and Barons’ War to see how the two handle the same period. You can read a summary of our findings here (Lion Rampant and Baron’s War – Maidstone Wargames Society (brigademodels.co.uk)).

February – Baron’s War and Lion Rampant

First club meeting in March was a Stargrave game. I said I wanted to play more sci fi in 2023 and this was the first sci fi of the year. I found the original scenario online and tweaked it to be what I wanted it to be. Stargrave is a great toolbox of a game – you can make it what you want it to be. This game had both an overland and underground part, which was new for us.

March – Stargrave – The Warp Sextant

I prefer running Stargrave as an umpire, like a RPG. You get a different kind of pleasure as umpire because it’s about providing challenges and running the NPCs/monsters and hopefully providing an enjoyable scenario. Well, for me anyway. In this game Eric’s crew had fought hard to get to the bunker where the Warp Sextant was hidden. But coming out he found Tony F’s crew waiting outside, guns pointed at the entrance. A brief exchange of fire and it was Tony who made off with the treasure. Poor Eric.

End of March it was another chance to lose at Sword & Spear – Second Battle of St Albans. In this campaign I have the Lancastrians which means the onus is on me to win in battles where the Lancastrians came out on top. Such as Second St Albans.

March – Sword and Spear – Second Battle of St Albans

Again, rather than go into details here, anyone wanting to know more about this game can read the battle report (Wars of the Roses – 2nd Battle of St Albans – Battle Report – Maidstone Wargames Society (brigademodels.co.uk)). Suffice to say, it was business as usual! Tony joined me again on the Lancastrian side. I was feeling good about this one, felt I was due a win. And the early part of the game was looking good – the local militia archers engaged the Yorkist artillery and eliminated them for no loss! Yup, first blood to Lancaster. And then it steadily went downhill. Never mind.

More sci fi in April! This time it was Pete M’s Space 1889 game. A different kind of sci fi – Victorian rather than futuristic. The stand out thing were Pete’s scratchbuilt aeronefs, and we spent a bit of time playing ‘guess what bits have been used for the models’. Truly outstanding.

We played two games. I was on the human side for both games, and both games were very close. And Jeremey got a leathering in both games with his colleagues leaving him to do all the work. Excellent game.

April – Space:1889 – Mars

The end of April was Salute and this coincided with a club meeting day. Naturally, it was going to be a quiet meeting with a fair few members at Salute. I ran an American Civil War game (battle of Cedar Mountain) using brigade Fire & Fury.

April – Fire & Fury – The Battle of Cedar Mountain

The Union army is in a difficult position for this battle – making an attack against a much larger Confederate army. John R took control of the Union troops and did a good job – but his artillery ran out of ammo early in the game and he never had the time or opportunity to replenish them. This left him conducting a fighting retreat, and he made a good job of it, slowing down the Confederates.

First game in May was another in our Wars of the Roses campaign – the battle of Towton. Like all the others…I lost. Now, I’m not just saying this, but the dice rolling on our side was pretty poor, compared to the other side rolling really well. No, no! Stop that! It’s true on this occasion. To read more about this game you can check out the blog post (Wars of the Roses – Battle of Towton – Battle Report – Maidstone Wargames Society (brigademodels.co.uk))

May – Sword & Spear – Towton

Next was another sci fi game – Full Thrust. Jeremey and Tony were running the game which meant only one thing: vector movement. My fluffy little head struggles with that and prefers the cinematic movement option.

May – Full Thrust

A mixed bag of results. The first game was two opposed fleets with an asteroid field cutting the table in two – Tony F and myself using some of Brigade’s German ships, and Jeremey and Tony G using some of Jeremey’s scratch built (out of false nails) ships. Tony and myself came out on top in that one. We then played a couple of one ship per player games (first was cruisers, second was destroyers) and the alien nail ships won those games.

Along came flaming June and I decided not to attend Broadside since I was trying to restrict spending and if you go to a show you have to buy something, eh? John Lambert and myself had a game of Crossfire. We played this quite a bit a few years ago but then it fell by the wayside. The models for this game were from my collection – WW2 eastern front.

June – Crossfire – WW2 Eastern Front

The scenario was a late war one – Russian advance through Poland with the Germans on the retreat. Naturally, we were re-learning the rules, but it steadily came back to us. MUST ensure we play more of this one.

June 24th was the club Open Day. My game was a Saga: Crusades games. We played two scenarios, I had Saracens and Andy had Milites Christi. Saracens carried the day and won both games. I love Saga. It’s just the right game for me.

June – SAGA Crusades – The Road to Damascus

You can read more about the Open Day here: Review of 2023 Open Day – Maidstone Wargames Society (brigademodels.co.uk)

That concludes part 1 of the review of 2023, part 2 will be published in a couple of weeks.

OPEN DAY 2022 – CROSSFIRE

John (well, one of our Johns, we’ve got a few) reports on the Spanish Civil War games he ran at our recent open day.

Crossfire is an innovative ruleset for World War 2 concentrating on infantry actions for Company level. There are no fixed game turns and no rulers, the player with initiative moves squads (bases) from terrain item to terrain item. As the squad moves, it can be subjected to reactive fire from the opponent and if suppressed the initiative is transferred to the opponent. Small arms range is anywhere on the playing area so doesn’t need to be measured.

The game is terrain intensive and true to form the pieces were ready at the 11th hour.

During lockdown a series of mini scenarios had been published on Stephen’s Bagalan website based on a 2ft square board, each scenario lasting about an hour and Open Day seemed an ideal opportunity to try out the rules. I’d last played Crossfire in 2005 and having painted some Peter Pig Spanish Civil War figures was keen to give the rules another go.

Each scenario begins with the same forces:

Defender
One platoon – three rifle squads, a platoon commander, a heavy machine gun, a small on-table mortar and a sniper. There is a forward observation officer for an off-table mortar and a minefield. The defender deploys his troops hidden.

Attacker
Two platoons – each of three rifle squads and a platoon commander, plus a heavy machine gun, an Engineer rifle squad, a small on-table mortar and a forward officer for an off-table infantry gun. The attacker deploys on table and starts with initiative.

During the day we managed to play three scenarios, so how would two relative beginners get on?

Scenario 1 The Woods
The attacker used 6 fire missions from the off table infantry gun to lay smoke screens which prevented the defender targeting a platoon which was used to attack the defender in the flank. The further use of smoke and close assault eliminated outnumbered squads. It proved to be a convincing win for the attacker though the defender was hampered by the placement of the minefield and some unfortunate dice rolls.

In the woods conclusion

Scenario 2 The Hill
This was a much closer game where the attacker got bogged down and made some poor tactical choices. The two woods closest to the hill were selected as jumping off points. In the rules there is a tactic called ‘recon by fire’ where the attacker fires at a terrain item hoping to flush out hidden defenders. Failure to employ this meant that the two attacking platoons got bogged down with pins and suppressions. The attacker hesitated to eliminate a revealed forward observer and paid the penalty when one of the platoon commanders was killed. The attacking platoons were recovered under smoke before the hill was finally taken. Again, better placement of the minefield would have proved costly for the attacker.

The hill conclusion

Scenario 3 The Town
This was over very quickly and immediately afterward we wondered whether the scenario was unbalanced.

For this scenario the attacker had checked out ‘recon by fire’ and used this tactic to great effect. The forward officer for the off table mortar was quickly located along with a supporting squad. Under cover of smoke the church where they were hidden was assaulted and they were eliminated. The defender’s on table mortar suppressed one squad but was itself eliminated when the initiative changed. Hidden squads and empty buildings were identified by ‘recon by fire’ then assaulted under cover of smoke. Short and brutal. In retrospect, the defender had deployed his forward observation officer in an exposed location and it’s early elimination made the game easier for the attacker. Perhaps the defender should have deployed the minefield in front of this building to slow the advance.

The town conclusion

Conclusions
The game has a good flow where the players have to think about tactical options as the game unfolds and by the end of the third game we had a good grasp of the infantry rules. It appeared to be easier for the attacker and it would be good to replay these scenarios with different ideas for defender deployment. The game proved interesting to other club members and I’m sure that further reinforcements from Peter Pig will appear in coming months.