Tuesday, 25 February 2025

New (but old) WWII tactical rules



Wargame Rules for Armoured Warfare at Company and Battalion Level 1925 to 1950, Bill Farquhar, a pseudonym used by John Salt.


These have just dropped through the post, via the print on demand service ‘Lulu’. I have only had an opportunity to briefly browse them, but my nostalgia button is already in overdrive!


In the 70’s Wargames Research Group (WRG) were the rules staple of most wargamers, reinforced by their use as ‘standard’ on the convention circuit.


Amongst the wide range of periods covered my WWII rules of choice were the 1925 - 1950 Armour & Infantry set. These covered platoon to battalion level action and between these and my 6mm figure collection (pocket money affordable!), I played the hell out of them and several of the pages still are imprinted in my mind’s eye.


In 1979, WRG brought out their ‘Moderns’ set, covering 1950 - 1985 for the company to battalion level game, with an armour focus. The cover looked exactly like the cover shown here, but in a pale blue instead.


Today, John D Salt has brought us a set of rules that sit between the above two sets, that is, the ‘Moderns’ version, but for the earlier period of 1925 - 1950. Essentially the text has been taken from the Moderns set, with things like helicopter and ATWG rules removed and all the 1950 - 1985 aspect has been replaced with WWII troop and vehicle types.


There is much here that is familiar to me and from that commemorative style cover to browsing the content, I have already found a simple pleasure in just owning it.


It needs to be understood that this is an old school style rule set. There are some things that these days can be a little slicker, like observation rules, but that is not the point, these rules are meant to be fully sympathetic to WRG era of the 70’s and in that regard, they absolutely are. It is a job well done.


One of the first things I do when looking at a new WWII system is to see how the author has handled the German Tiger I tank compared to the Panther tank. It always makes for a fascinating study, as the former went into production in 1942 and the latter half of 1943. The Tiger I was a heavy tank, formidable at the time, with a fearsome reputation, but just a year and a half later, the Panther tank, a medium MBT, had made a generational leap in design and their comparison is says much about the nuance of gun / armour rules.


Plenty of systems have them as close equals, some even give the Tiger an absolute advantage, surely something that could only be attributed to elite crews, but this is what we have here;


[The first thing I look at is the Armour Classes page, which is set out just like my 1975 set, only more comprehensive in terms of vehicle types listed].


The Tiger I armour  is classed as V front and IV sides and for armour it is grouped in the same class as the A22 Infantry Tank, Mk IV Churchill, KV-1, m41, and the up-armoured T-34. The guide tells us that Class V armour covers 90mm - 120mm and Class IV is 65mm - 85mm.


The Panther armour is classed as VI front and III side and for armour it is grouped together with StugPz IV, Jagdpanther, M4A3E2 Jumbo, SU-100, SU-85M and Centurion. The guide tells us that Class VI covers 125mm to 160mm and Class III is 45mm - 60mm.


The notes indicate that protection is a combination of armour plate thickness and slope, the quality of the steel and fasteners used, plus good design presenting no vulnerable spots of shot traps. Clearly that superbly sloped Panther front armour is at play here. I love this sort of stuff!


I won’t know until I have read all of the rules whether size /profile has also been used to shape the final placings … as the little Hetzer looks good in the stats!


For Firepower, the Panther’s 75/70 gun and the Tiger’s 88/56 are close performers …. i.e. you never want to be on the wrong end of either of them, but when it comes down to actual stats with standard ammunition, the Panther’s gun has the edge over the 88/56 at range (for penetration, it rightly is the case that the 88 has better HE performance), but it is by a present, but small margin, that will really only influence the margins of some of our engagements.


As an example of the performance of these sort of guns, the Panther’s 75/70 is automatically penetrating all armour classes of IV and below. At Class V a die roll of ‘6’ is needed at 2750 metres, with -1 to that die roll for every 250 metres below that. So at 2000 metres the die roll would need to be ‘3’ or higher. This formula is used for each higher armour class thereafter, with Class VI starting at 1250 metres and Class VII (Tiger II, Elefant and Super Pershing) at 250 metres.


For game scale the player uses 1mm = 1 metre or 1mm = 2 metres depending upon size of figures used. I will be using 10mm / 12mm figures on a domestic table, so will likely go with the latter.


There are (of course) To Hit charts and on the longer ranges, the Tiger gets the slight advantage.


There is Target Acquisition and this is obviously done in the old school way (as the rules are a lift from the 70’s text) and on first sight the number of modifiers to this is a reminder of some of the heavy lifting that rules of that generation were built around. However fellow blogger John H. Has play tested the rules and in his review, he felt the modifiers quite quickly became familiar.


I have found looking into these rules a real pleasure. The task was to re-create a rule set that would nicely compliment what WRG were doing between 1973 and 1979 and to ‘imagine’ the set that WRG would have brought out, had they taken that next step in their WWII tactical rule development. In that, these are a perfect fit. It is like stepping back in time. I am that teenager again!


It is a comprehensive set and of particular note, it is fully self contained. All the troop types and vehicles you will want are here, so no ‘Codex’ style supplements - you just buy the rules.


In the links below, fellow blogger John H has a combined review with an AAR that gives a deeper overview than this post. That post also contains links to other replays, so you might want to check that out for some wider opinion.


The Lulu page is here to purchase the rules;


https://www.lulu.com/shop/bill-farquhar/wargames-rules-for-armoured-warfare-at-company-and-battalion-level-1925-to-1950/paperback/product-wdkk97.html?q=bill+farquhar&page=1&pageSize=4


A limitation of Lulu is that it doesn’t print single sheets of card, so they can’t bundle play aids when printing and sending the book. My understanding is that The Wargames Website (UK wargame forum) has proposed to host the PDF, but I couldn’t find it. There is an e-mail address in the rulebook, which I used and John Salt kindly e-mailed me the PDF. Of course, they are on the same deep yellow background as the 70’s original, just adding another level of WRG authenticity.


Fellow Blogger John H’s AAR and review is - Here


https://hereticalgaming.blogspot.com/2025/02/the-farquhar-version-review-of-missing.html


Thursday, 6 February 2025

Campaign News

 


A new campaign starts today (ACW) and the WWII Krosnogord campaign will shortly see its first major engagement (see link below).

My second campaign undertaking of the year is about to start - the ACW Graysville Campaign, which is a fictitious action between two divisions.

It is Morning, 18th June 1863. Confederate Major General Ewell has been ordered to the town of Graysville, which sits on a strategically important part of the road net. He holds 1st Brigade under Colonel Scott there in reserve, while his 2nd Brigade (Brigadier General Elzey) is dispersed further forwards and has been deployed beyond Mott’s Run to cover the two approach roads and associated bridges. 1st Cavalry Brigade is deployed to cover the small rise that overlooks Old Mine Road,

A Union division under Brigadier General Shields in approaching. His orders are to secure Graysville with all haste.

I have taken the inspiration for this campaign from Charles Grant’s book ‘Programmed Wargame Scenarios’. Accordingly I spent yesterday writing down orders for the two sides, but more importantly, similar to the mechanics proposed by Grant, for each confederate unit and currently held position on the map, I have recorded a dice driven response to any hostile action.

What this means is that, for example, as Dowdall Church is attacked, the 31st Virginia regiment located there will dice against a number of pre-determined response. So until that happens, we will not know how 31st will respond. Mostly the responses are weighted towards a certain decision, but who knows what the dice will give us.

Likewise, I have set up some variables for the Union attack. At the start of play, a D6 will determine how Shields will deploy and direct his division. So the first thing we must do is to determine that. Let’s work out Shield’s initial plan now!

Roll …… 2, the result says;

1st & 2nd Brigade, plus Battery H push down the Old Mine Road. 1st Brigade will clear Peavine Ridge and 2nd Brigade with the artillery will push on along the road to seize Duffy’s Mill.

3rd Brigade advance directly along Piney Turnpike to capture Rock Spring, while Colonel Brodhead will take his two cavalry regiments to secure Dowdall Church.

These manoeuvres are a pre-cursor to taking the bridges across Mott’s Run and advancing onto Greysville.

The next task will be to advance the union onto the map and see how the forward confederate elements respond to the ‘sea of blue’ before them! No doubt a relay of messages and orders will quickly follow and the campaign will start to take shape.

From here on in, all of the campaign narrative will be made solely at my Commanders site, under the Graysville Campaign tag (see link below).

I will be using my own rules and the Warlord Games Epic ACW figures. 

LINK TO ACW CAMPAIGN - https://commanders.simdif.com/grayville_campaign_1863.html

LINK TO WWII CAMPAIGN - https://commanders.simdif.com/krosnogord_campaign_1944.html

As always, thanks for passing by. Norm.

EDIT



An opening action has been fought!

Monday, 20 January 2025

The Krosnogord 1944 campaign - Hypothetical

 


July 1944, while fighting in southern Poland, Soviet forces have come up against a mountain range, where the German positions on the high ground dominate the ground below, bringing accurate artillery fire onto anything that moves. Looking for a way to break through, 1st Brigade  have been ordered to advance into a mountain pass. Their objective is to probe west and take the town of Krosnogord at the far end of the valley. To reach it, they will have to cross the River Wislok, which could be well defended. If they can push beyond Krosnogord, the break through will be complete.

I will be using the tactical WWII boardgame, Old School Tactical published by Flying Pig and designed by Shayne Logan, to fight the various actions, but with a figures system to manage the campaign.

The final chapter in Charles Grant’s book ‘Programmed Wargame Scenarios’ (2nd Edition) has a generic campaign called Reconnaissance in Strength and essentially works as a ‘ladder’ campaign.

It is actually a reconnaissance in strength type scenario that deals with an advance along a mountain pass / valley by the Blue Force (Soviets for us), which will fight over eight game tables, before reaching the final table - the town. We shall replace the individual tables with the small maps that come with the boardgame’s various support modules.

Red Force (Germans for us) is defending the main town at the end of the pass, but they also have detachments further forwards in the valley, with the intent of delaying and disrupting Blue Force.

I will run this campaign with a series of short After Action Reports, so that the reader can follow the progress from map to map. All reports will be added to the campaign folder on my COMMANDERS site (link below). It will probably be played over several weeks or months and will be posted in chronological order.

The order that the paper maps will appear in the chain of advance will be chosen randomly. The final map is fixed and will be map number 1 from the ‘Phantom Division’ module, as this has concrete type building structures that will represent Krosnogord.

There are various mechanics in Grant’s book that will be used in the background to manage the campaign. Red Force can be ordered by the system and accordingly although I am handling both sides in each battle, for the German forces, the programmed system will be used as I sort of ‘Game Master’ things along. 

The record will be written mostly from the perspective of the Soviet attacker, so that the reader gets a vague idea as to the German player’s intentions and strengths, which are only revealed as the campaign unfolds.

The order-of-battle here reflects ownership of mainly 1st Edition OST Vol I upgraded to 2nd edition (east front) and the Red Blitz module, hence there is something of a hodge podge collection of unit types in the Soviet Infantry battalion, with companies of standard rifle sections, Irregulars and Guards, which is an unrealistic mix at this formation level, however, the game’s counter mix is what it is and those variables should give the Soviet player some interesting choices as to which troop types should be used at any one time and place. Just think of them as green or veteran etc.

Here are your available forces ……….. Captain Voronin

Soviet Order-of-Battle

Commander of 1st Brigade - Captain Voronin (You the player)

1st Infantry Battalion

Captain Sokolov

1st Company

Lt. Grenko

9 Rifle sections, 1 sergeant, 2 LMG, 1 Molotov, 1 ATR

2nd Company

Lt. Balakin

1 x Commissar

9 Guards Rifle sections, 1 sergeant, 2 LMG, 1 Molotov, 1 ATR

3rd Company

Lt. Aliyev

9 Irregular rifle sections, 1 sergeant, 2 LMG, 1 Molotov, 1 ATR

Heavy Weapons Company, 2 HMG, 2 x 57mm A/T guns with 2 trucks to tow

1st Tank Battalion (understrength)

Lt. Ivashin

1st Company - 10 x T34 / 76

2nd Company - 4 x T34 / 85

3rd Company (attached) - 5 x JSII

1st SMG Company (attached) 7 Shock sections, 1 Lt. Chekov, 1 sergeant, 3 satchel charges,

Reconnaissance Company 1 x Lt (spare), 2 BA-10 armoured cars, 3 trucks, 3 x 1st line rifle sections, 3 x sapper sections, 2 LMG 1 Sgt 1  flamethrower (sapper only)

Artillery support is randomly determined at the start of each battle.

All Gut Check ratings are 7 with the following exceptions.

Guards and Pioneers are 6, while Irregulars are 8.

Impulse Points - For each battle, the Soviet army gets a basic 4D6. After the first battle, this is always modified. At the conclusion of each battle, check how many casualty points the force lost during that battle. If it has been 12 or more then in future battles the Impulse allowance is permanently reduced by 2 points. These are cumulative modifiers, so if the Soviets have taken 12 or more casualties in two battles, their Impulse allowance for the fifth battle would be permanently lowered to 3D6 +2. Note in the final battle, regardless of any loss, Soviet Impulse Points are always returned to the full 4D6.

LINK TO COMMANDERS

https://commanders.simdif.com/krosnogord_campaign_1944.html