Saturday night, I had a bit of time to game and decided I wanted to bring my painted 1/32 Soviets and Germans to the table for their first real outing.
A few months back, I began looking for a rules to play company level games and as luck would have it, Lone Warrior #182 brought Tactical Combat by David Newport to my attention. My intent is to use them in the Pacific, but I also really like the ideas of fighting larger operations with the big figures.
The rules themselves are simple - easy to learn and easily modified if desired, and the author himself quite helpful in that regard. I wrote Mr. Newport early on to thank him for making the rules available and told him of my plans for Pacific Theater battles, and he replied with suggestions for additional rules to capture the feel of that conflict.
Basing is 1 base = 1 section, 3 sections = a platoon. For tanks, I'm not sure of the intent but i treated them as 1:1. As my figures are not ordinarily mounted on a base, I used cork squares as ad hoc bases. Not pretty, but they did the job.
I left the ranges as written. I find this really helps allow maneuver room in a game with the big figures
The ground scale and figure scale are perhaps far out of whack at that point, but I really don't care. It's a game; if I can accept that 2 static figures represents 10 active men looking for cover and the best firing position available, the notion of a turn sequence, or the fact that a die roll represents bullets, then I can accept the game-facilitating effect of the movement and weapon ranges.
For solitaire's sake, I used the Nuts!2.0 Enemy Activity Level, Possible Enemey Force (PEF, aka blinds), PEF movement and PEF resolution once revealed. If a PEF resolved to actual troops, then their movement thereafter was controlled by he enemy movement rules from Gunstorm!
1943. The German advance has pushed the Soviets from the village of Pushkinskya (to my knowledge, a fictional place). My under-strength company of 2 platoons has been reinforced with a T-34/76 and has been tasked with halting the German advance, so the remainder of the battalion can regroup.
Victory Conditions: Game ends when any German unit exists the board on my base line or all German PEFs are eliminated / forced to retreat off of their own base line.
The Battle in Pictures
|My baseline. German blinds deployed.|
|The German middle assaults the hill. The unit on my left leads the charge with covering fire from the unit at the village edge.|
|Turn 2: An ill-fated infantry attack on the Pz. IV results in 2 hits to the section (3 hits and it's eliminated).|
|The middle is a brutal affair. The German unit on the left storms the hill and pushes the Soviet section back. The Soviet left begins to close in to flank the Germans.|
|Turn 4: On my left the infantry section is eliminated and my T-34 is hit for a suppression. Meaning it can't act next turn unless it passes a morale check at the end of this one. Which it doesnt'.|
|In the middle, 1 German section is eliminated. Unfortunately, my units can't hit the broad side of a barn on a clear calm day from 1 meter and they're unable to take out the German section in the village.|
|Turn 5: The German tank and infantry section on my right break through my defensive line. Another section on my left does the same. My tank is STILL not back in the game. At least i finally took out the Germans in the village.|
I had a great time even with the poor dice rolling for my guys and eventual loss.
Once again, I love the rules and as mentioned, they are easily modified. In this case, I allowed the tanks to fire an MG at infantry (which allows best of two dice, instead of rolling 1), rather than limiting them to their main gun.
Can't wait to get more figures of both sides finished.
I hope to field a full company each for use with Tactical Combat, sooner rather than later.