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command scale of MATG

Posted: Tue Oct 18, 2011 8:26 pm
by Vann Harl
Hi guys,

I've been browsing around the site a bit and drooling over the fantastic models. i'm hoping it wont be rude of me to ask how MATG compares to Spearhead WWII? (differences in concepts)

Also at what command level is MATG pitched at - and here I might need someone to explain in pictures :oops:

Stands represent platoons and command level is Batalion HQ right? is the game playable at a Division level, where stands might represent companies?


I'm not new to WWII gaming but new to trying to start it up all by myself. Normally other club members got the figures and maps together and set the scenario, but i have recently relocated and find myself in the position of being the 'senior gamer' in my new club so I want to put on a couple Eastern Front games between 42 -44.

appreciate any response
VH

Posted: Tue Oct 18, 2011 10:00 pm
by RedLeif
It has been a long time since I played a game of spearhead so If I get specifics of spearhead wrong please forgive me.
I found MATG to be more granular than spearhead in terms of weapon ranges and movement rates - that is it is not tied to 3" range bands but actually 1" measurement increments.

The movement rules are very different. I seem to recall there being more rigid 'ordered' movement in spearhead. They could almost act like way points and objectives. (Its been a long time since I played though) Movement in MATG is much less rigid.

MATG relies on cohesion rolls for successful movement and fire. This is a d20 roll that must be = or < than a specified number. This single roll accounts for troop quality, training, moral, will etc. Combat results rolls are determined using 2d6. Rolling low numbers for both types of rolls is better.

Some players struggle with this concept at first but its how the game works.

The biggest strength of MATG that I can think of is its sequence of play and the interchange between players within the various phases of each turn. In many games, and I can't recall if spearhead is like this or not now, one player does everything for their turn then the other player has their turn. In MATG action is either simultaneous (like plotting future artillery fire missions) or players trade off action until they each have completed all that can be done in that phase. Firing and Movement fall into this latter mode. It is very satisfying when you get a shot off with a doomed platoon before it meets its fate, or you move your units into an important terrain feature just before your opponent can do so. Its just fun to play.

And yes, in MATG the playing piece is the platoon, HQ's typically represent Battalion and GHQ's may represent either battalion (in a small game) or Regiment/Brigade/Combat Command/Kampf Group level command.

I have played 2 division level games of MATG but the stands still represented platoons - they didn't 'scale up', they were just a really big MATG games.

My suggestion is play some tank on tank battles with new players first, then try small infantry units against small infantry units, then mix in armour and infantry together and finally add in artillery.

Another important suggestion: look at the tables and procedures at the back of book - carefully. They have a lot of good info on them that isn't immediately discernible by just reading the text of the rules.

Finally, don't hesitate to ask questions.

hope this helps
RedLeif

Posted: Wed Oct 19, 2011 2:54 pm
by Vann Harl
Thanks RedLeif, that does answer what i was looking for.
Cheers!