While reviewing the list of battalion-level games a question came to mind. What's your favorite battalion-level minitures game? Board game?
I got started with battalion-level games back in the early 90s with Command Decision and Combined Arms. Drifted away from moderns/WWII. Then a few years ago I started playing a friend's CD mod and even Flames of War for 1:1 WWII (have since given up on FOW).
For modern battalion level I now play some home grown rules and have also tried FFT1 and FFT2. FFT3 looks very comprehensive. Tried Spearhead but really can't get into the abstracted mech-infantry teams. From a theoretical perspective I understand why they did it that way, but I still like to actually dismount my infantry...that's why they're called dismounts! (or crunchies!)
For board games I have many fond memories of playing the Panzerblitz series with friends in high school. Great fun!
Although my first wargaming was with PanzerBlitz, I soon discovered GHQ and microarmor. I would use the "Angriff!" rules but use the 1:5 organization ratio found in "Wargamer's Digest". Frank Chadwick was actively working his rules systems out back then and eventually I found my way to Command Decision, Over The Top and Combined Arms.
Nowadays I love playing BlitzKreig Commander and Cold War Commander, although I'm collecting pieces for using GHQ's MA:TG and the Vietnam supplement.
Panzertruppen Abteilung
or simply PA (for those that can't pronounce Panzer-troopen,-ob-tie loong)-
This is my creation which is a work in progress, and just about complete.
Several battalions may be commanded by one player, and Divisional play is possible if there are more than one player to a side. Each base is a platoon or equivalant, with Command structure focussing on the battalion and its tactics.Yes tactics. Hulldown postions are a real emphasis,even if you can't attain hull down those HD positions are important.
Infantry has the option of the all important tactic of fire & move or laying down suppressive fire while another element moves into contact. And Tim, yes in my rules infantry are not based with the 1/2 tracks, which lets one configure armored infantry in several ways. That was one of the first thing I got rid of when playing Spearhead.
Opportunity fire for tanks,SPGs and ATGs are also in there. I am also contemplating infantry OF, but undecided. The reason is just for keeping things flowing.
Movement is not IGYG, but randomised. It might be possible for one side to function all battalions in a turn before their opponent. It depends on the dice!
There are Class ratings for fire, combat, morale, and calling in fire, to mention a few.
These rules will debut in Rockford, IL, at Rock-con on the 25-27 October. The scenarios we will be running are Fall of 1943, Eastern front...Panthers, Tigers, and MkIVs... OH MY!
If you are in the area give us a try.
I eliminated real-time interrupt op-fire from my home grown rules and never looked back! So, I wouldn't sweat the infantry issue too much. I found that by avoiding the FOW/40K move-then-fire approach you can get "virtual op-fire" and the game is much easier to play, especially in a convention setting with lots of players.
I also agree with your take on tactics as one who plays both 1:1 and 3:1 games. As with Spearhead and even Command Decision I think there's a danger of so much abstraction in battalion-level games that you can lose a lot of tactical flavor.
On the other hand, since so many platoons are essentially homogenous (eg 3-5 tanks of the same type) and their sub-units operated together, they often operated at much reduced strength anyway, and/or can have their fighting capabilities accurately represented through the capabilities of a single platoon-sized stand (eg LMG-rifle stand w/LAW), I think you can get a solid tactical feel to a game in which 1 stand = 1 platoon.
Timothy OConnor wrote:...
I eliminated real-time interrupt op-fire from my home grown rules and never looked back!
...Tim
I have 4 requirements for a platoon to be eligible for OF,- 1)The firing platoon may not have moved 2)the target platoon must be moving 3) the target platoon must be in the firing platoons medium fire range 4) the target platoon must not have spotted the firing platoon when first moving. This OF really gives ATGs their real edge, hard to spot unless you are on them, and most have a medium range before a target platoon gets to within spotting range. But as in real life theres the devil to pay after the first shot, if you don't destroy the target.
These requirements will cut the field way down on who may fire OF, keeping everybody and his brother claiming OF when an opponent is functioing his units.
As I mentioned I was contemplating infantry OF , but will probably shy away that. The infantry medium range is too close to Reaction Combat range and my reaction combat decides who will fire first or even simultaneously, so its really in there and no abstraction .
Those sound like reasonable limits on op-fire and certainly more realistic than unrestrained op-fire which is standard in so many rules. When I started playing online multi-player tactical games I decided that most op-fire mechanics were hopelessly too free in execution. Units could snap off shots with super-fast reaction times. There's a reason real-world units like long, clear fields of fire!
1. Spearhead
2. Command Decision Test of Battle
3. Blitzkreig Commander
Spearhead is played by my club far more often than any other as it actually has the potential to complete a game in the 6 hour time frame our club has on their monthly Saturday game day. This is what we have decided to use for our upcoming Market-Garden Campaign in November.
"I was worse scared than I was at Shiloh" - Sam Watkins
Perryville, KY - October 8, 1862
Command Decision and it's assorted follow ons- I'll even play the World War One version. Once the players are familiar with the rules, a game can be run in close to real time.
Groundlber
Yes, we adapt the game using scenario-scpecific house rules. For instance, during our Market-Garden Campaign, when a para/glider infantry battalion fails its morale check they will all collapse around the LZ (special LZ Markers which I have posted on the site before) and must remain within 12" of the LZ for the remainder of the game. They also will be unable to launch close assault. They can only defend at a -1.
"I was worse scared than I was at Shiloh" - Sam Watkins
Perryville, KY - October 8, 1862
Does anyone mod Spearhead to allow mech infantry stands to dismount as a seperate stand? I like SH for the most part but that level of abstraction really throws me off. I understand why they made that choice but from a game experience perspective it seems that most players intuitively expect to dismount their infantry.
Timothy, I suggest you do as several of my friends have done which saves money and gives them the mount/dismount feel. They leave their halftracks and trucks unmounted and space the infantry on the bases so that you may sit the H/T or Truck in the center of the stand. When the time comes to dismount, the truck or track is simply lifted off the base.
"I was worse scared than I was at Shiloh" - Sam Watkins
Perryville, KY - October 8, 1862
Timothy OConnor wrote:Does anyone mod Spearhead to allow mech infantry stands to dismount as a seperate stand? I like SH for the most part but that level of abstraction really throws me off. I understand why they made that choice but from a game experience perspective it seems that most players intuitively expect to dismount their infantry.
Timothy, I have a bunch of "House" rules for SH &MSH. PM me if you want me to send them to you.
We do as Bill has mentioned above for Armored Infantry.