Showing posts with label 5Core Commander. Show all posts
Showing posts with label 5Core Commander. Show all posts

Saturday, 28 October 2023

Cold War Collection Games Day

 Our latest trip to Tapton for Friday f2f games was a pair of Cold War battles run by Pete and John respectively. The first was 5Core brigade Commander presented by Pete, and the second was Cold War Blitzspiel presented by John. Otherwise, myself, Tim, Bish and Anthony were in attendance.


Petes battlefield from the northeast. Three Russian Regiments are attacking from the east, against two US Combat Commands. I've played 5Core Brigade Commander (5CBC) before, albeit in a WW2 setting. Tim and John deny all knowledge of the game however, so it obviously made a great impression!

Just to prove we did, here is the original game post, although from Petes comments, I think I got a couple of things wrong. https://tgamesweplay.blogspot.com/2016/06/5core-brigade-commander.html


Anyway, I was promoted to Russian CO and to keep things simple, I attacked with all three regiments in line. From top to bottom, Tank Regiment, BMP Regiment and BTR Regiment, commanded by John, Bish and Anthony respectively. John is busy contemplating his troops while Pete points.

I had some assets in reserve and and had pre-plotted all the air and artillery strikes. The general plan was for the BTR Regt to make a diversionary attack in the south through bad ground, the BMP Regt to push up the centre and sieze a ridge and city there, while the main effort was the Tank Regt up the autobahn in the north.


The BMP Regt advances with support from Hinds.


BTR companies with masses of air defence in support.


The southern US command was equipped with M1 Abrams, the early model, but even so, a  bit scary when you are riding a BTR!



My original plan had involved the BMPs going up the middle, but for some reason they drifted south a bit. This actually worked out fine as it generated significant force superiority against the US left. 


This rather left the Tank Regiment in the north out on a limb. They were facing a National Guard unit with M60s, including a couple of companies of M60 Starships, which should have been easy meat for the T64s. The US commander (Tim) burned loads of divisional support assets - artillery, air and choppers in support of the Guardsmen and although the Soviet tankers didn't suffer enormous tank casualties, they lost most of their infantry and and the tanks ended up scattered and disorganised, hiding in various woods with their elements in various states of suppression. 


Halfway through the game a (pre planned) Spetznaz incursion popped up right next to the US HQ! I'd managed to guess the location of that correctly anyway. Sadly the HQ company drove the Soviets off easily.


The US National Guardsmen hung on tenaciously, and the Soviet thrust in this sector was halted. Ranged Combat in 5CBC is relatively unbloody, but units do seem to very rapidly end up disorganised, which require valuable activations to sort out.


In the south however the combined BMP and BTR Regiments had great success against the M1s, supported by every asset I could give them. The US forces here suffered heavy losses and were outflanked via the south. The Russians conducted a lot of close range assaults here, which are extremely bloody although something of a crap shoot in resolution (opposed D6 with a couple of modifiers).

At this point the US commander decided it was time to pack up and withdraw to the next defensive line in the rear.

That was a very good game, and it was good to see how Pete ran things as he has far more experience with 5CBC than me. Some of the things we stumbled with back in 2016 were actually easily resolveable. The whole thing ran very smoothly and in a believable manner.


Next up was Johns 'Cold War Blitzspiel', a modern version of his old WW2 Blitzspiel rules from the 1990s. This is a lower level game than 5CBC with 1:1 vehicle representation. I've played a lot of the later Blitzspiel derivative 'Platoon Commanders War' so I was fairly familiar the approach and mechanisms. Generally it is a bit like WRG 1925-50 but with combat resolved via a DBA style modified dice roll with an outcome table with various different results for different types of troops.  

This is the terrain viewed from the east. A couple of villages separated by a marsh with a wooded ridge on the right.


The Russians. A reinforced tank battalion (3 x T62 companies, a company of BTRs plus HQ, air defence and recce).


The British Combat Team, two troops of Chieftans, a platoon of Mech Infantry in FV432s, a section of Swingfire and a section of Milan (four posts).

These are the forces used in Exercise Chinese Eye, as described in David Rowlands 'The Stress of Battle'. The exercises ran a series (dozens) of Battalion vs Combat Team assaults using SIMFIRE (a 1970s laser weapon simulation system) to adjudicate the combat results, which generated better tactical understanding and masses of OR data.

In the real exercise, Chieftans and FV432s substituted for the Russian vehicles, but the computerised combat results were based on the supposed stats for Chieftan vs T62.


From this side, there is a very obvious kill sack. We put a troop of Chieftans on each flank, supported by Milan on the right and Swingfire firing from the ridge on the left. Our recce troop went to the end  of the ridge and the infantry were kept in mobile reserve apart from a section attached to each Chieftan troop for close protection.


I took the right flank. Chieftans on the left of the village, Milan lining the front, with the various troop carriers parked up in the town.


The Russians deployed in two main waves, with two tank companies up front, and third company and infantry in the second wave. The BTR recce platoon was out front, but not very much.


Even at 2" to 100m, the Russians got very close very quickly. We'd planned on opening fire when they were level with the villages, but they came on so fast I didn't have much choice but to open fire asap as the minimum range of Milan is quite long.

Soon a number of T62 were burning happily, however one of the Milan teams had already shot off all its missiles (they deplete on a '6'). Two of my Chieftans were unable to engage frontally, so they took out the Soviet recce units and scooted.

There are penalties for moving and shooting so the other Chieftans stayed put to get the maximum firepower.


While the NATO elements are platoons, they are companies for Warpac. The company I'd shot up reached its morale test level (30%) and was a bit unlucky and promptly broke and ran, generating smoke as it went. 


tbh, it was a massacre. The Sov return fire was fairly ineffective as they tried to advance and fire from the short halt, which managed to suppress some Chieftan but not knock any out.

Soon more Russians were in effective range of most of our stuff and we just blew them apart, as the piles of burning markers indicate. That was probably quite realistic given our position and the Soviet approach, and WRG 1950- 2000 would have given much the same result.

In the real exercise, the 'Russian' commander was a bit more canny. One of the Chieftans opened fire far too early, and the entire 'Russian' force regrouped and attacked behind the ridge on the right, completely outflanking the British and overrunning the position with minimal losses. Right flanking behind bags of smoke. Perhaps they don't teach that at the Frunze Academy.

It was a good tryout for the rules and rattled along at a fair pace. The weapon effects seemed OK, but the Russians never really got enough stuff in effective range to to test the return fire much and the infantry never engaged at all. It would be an interesting scenario to run a few times to try different tactical approaches for the Russians, as I don't think a mass charge in line is the way to go. 

I thought the missile depletion mechanism worked fine, although I'm not generally much of a fan of additional dice rolls to determine ammo use, this wasn't obtrusive and worked well. 

That was a very enjoyable day out and a nice change from the all day games we've generally been playing on Fridays. 








Saturday, 10 December 2016

The Man who would be Rich

Tom put on this Afghan Wars skirmish game using a variant of the 5Core Skirmish rules. It was set up on the frontier and featured a stuffy and unimaginative British Colonel, a horde of revoltighmn natives and a daring and raffish ex-Lieutenant, Ahem. The good Lt had got it into his head that it would be a great idea to kidnap the Colonels wife, and demand a ransom for her safe return whislt holed up in an Afghan village. The Colonel duly set out to retrieve his wife, whilst various dubious looking Afghan tribesmen assembled in the hills. 



The village in the distance. The cloth, river and hills are my own, the palm trees are mainly Tims and the buildings came out of the club terrain box. The profile mountains are also mine, and the whole thing looks rather smart I think.


The brave Lt and his mutinous gang in the village with lookouts posted. The Colonels wife is in the courtyard with her pet dog.


Rebellious Afghans assemble on the other side of the river.


The Lt leads the Colonels wife out for a parley with the British relief column, only to be gunned down in a hail of Martini-Henry fire! War crimes! Fortunately the wounds are not serious, however I suspect the Colonel will be in for a  bit of trouble when his wife gets home.


The British troops close in from the east and the Afghans from the west. The Colonels wife is left bleeding outside the compound while the Lt is retrieved by one of his men. The mutinous riflemen manage to bring down some Afghan horsemen.


With enemy closing from all sides, the Lt makes good his escape, pausing only to gun down another Afghan as the enemy start to break into the buildings.


Sadly he doesn't run fast and far enough. His accomplice is caught by angry Afghans and the Lt is left lying wounded in the hot sun by long range British rifle fire. Oh dear, we all know what happens to the Remains on the Afghan Plains. 

This was all great fun and very much in the spirit of Flashman et al. The Colonel retrieved his (somewhat shot up and very cross) wife, the Afghans got to chop up some infidels, and the Lt showed that crime really doesn't pay.

Saturday, 25 June 2016

5Core Brigade Commander

I was very excited to pick up a copy of 5Core Brigade Commander by Ivan Sorenson. It uses company sized stands and is aimed at brigade level actions to be played out in an hour or so. It has some very innovative features in the treatment of reactive fire (which essentially happens all the time), fire effects (primarily moral, not physical) and the resolution of AT fire which is based on relative effectiveness, not fixed attack/defence ratings.

I dragged out some of my 6mm toys and converted the Rapid Fire 'Maltot' scenario to use company elements. Playtesting at home went swimmingly well, and I worked up QRS sheets, briefings etc and took it down to the club.


The battlefield from the west. Hill 112 is on the far right, Maltot is visible in the middle distance, and a section of the River Odon is nearer the camera.




British artillery and reserves lined up. The British had a weak (two battalion) brigade supported by the Churchills of 9th RTR and a field artillery regiment.


The British push forward in the centre and south. The Germans initially have very weak forces (a single company of engineers and a company of Tigers from the 102nd SS Tiger Bn) but are reinforced by a panzer grenadier battalion supported by Pz IVs and a panzer recce battalion. Some of these units can be seen clustered around Maltot and the farm.


The German armoured engineers are obliterated by an artillery strike. Not much coming back from three sixes....





The panzer recce battalion takes the farm in the centre but comes under more artillery fire.


Further east, the Tigers and panzer grenadiers counterattack Maltot. British infantry supported by AT guns try to hold them off.


British infantry supported by Vickers guns and SP AT guns counterattack.


A (rather blurry) stalemate develops around Maltot, although the German infantry are now firmly in control of the town. The game was declared a German victory.

Although we did reach a conclusion fairly quickly (and with quite large forces) the game wasn't an unqualified success. There was just too much randomness in the unit activation and some of the combat effects, with entire companies vanishing in a twinkling of an eye (if they were unlucky). The British were appallingly unlucky in activating their forces which failed to move for three turns in a row (a 1:196 chance), but which rather detracted from their experience.

On reflection, all these things are fixable. It would be easy enough to give the companies more resiliance in the face of poor combat results, artillery can be toned down against armoured targets and Ivan has come up with a suggestion of rolling for activation by battalion instead of for the entire brigade. I think the randomness of the basic system is fine if you are playing a lot of battles, but we don't have that luxury, so I just need to make them a bit more predictable.

I would recommend these to anyone though as they have some very interesting ideas and cover a very wide period. They are available cheaply as PDF from Wargames Vault.