No pictures this week, I have however finally got around to uploading a couple of John D. Salts compendiums of WW2 Operations Research documents. One on weapons effectiveness, the other on artillery.
The former is fascinating as it includes contemporary analysis of the suppressive effects of various weights of small arms and artillery fire against different types of targets, among other things. They are both on the 'downloads page', but here are the direct links.
WW2 Weapons Effectiveness
Monday, 15 June 2015
Saturday, 6 June 2015
This actually proved very hard indeed without massively overcomplicating the original game. In the end I took a lot of inspiration from Jim Wallmans 'Stonk' and just went with very broad categorisation of weapons and effects (heavy, medium, light) rather than too much rivet counting. The original games controversial casualty mechanism was replaced with a more conventional step attrition+saving roll type system, and adding in tanks and on call artillery proved quite straightforward. The hardest area was ammo. I was very keen to retain the original games emphasis on the issue of the very limited ammo available to assaulting infantry units and I tried various forms of bean counting. In the end I went with ammo depletion rolls (so more firing meant more chance of running low of ammo).
The game kept the original scales, one hex is 150m, one element is a platoon, and as with the original,bunching up is extremely heavily penalised. Fire hits all elements in the target hex, and infantry units can engage two adjacent hexes (so a fire zone of 300m x 150m). Units are easy to pin but (very) hard to kill although they will suffer increasing losses under fire. The game was played using my 15mm WW2 stuff on Hexon terrain.
|The central hill position, heavily entrenched.|
|The British go right flanking. Sherman tank troop, carrier platoon and the infantry companies advancing in waves. British artillery fire has suppressed the hill position (artillery hits three adjacent hexes).|
|One plucky British platoon braves the German mortar fire and assaults the woods. German reserves move up to intervene.|
|German mortars hold up the British infantry, but the carriers press on. The lone British rifle platooon has taken the hill.|
|The German counterattack is ineffective.|
|Oh dear. The German left flank has pretty much collapsed at this point as the garrison has been destroyed and its flank cover suppressed or wiped out.|
That is exactly what I wanted to achieve of course, but it can mean that it isn't much fun as a game. In the short term I'll rework the ammo rules to make them more streamlined and maybe try it out on the eastern front with more of a historical scenario and see how we get on.
Posted by Martin Rapier at 07:57 4 comments:
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