Multiple Battle Groups #11

German Infantry Battle Group

CS CHQ coverUnits: 15

Command Dice: 6

Staff Orders: (4 passed up to the Commanding Officer)

Morale: 14

 

 

Core Units

Rifle Company

  • Rifle Platoon with panzerschreck
  • Rifle Platoon with panzerfaust
  • Rifle Platoon with panzerfaust

Rifle Company

  • Rifle Platoon with panzerschreck
  • Rifle Platoon with panzerfaust
  • Rifle Platoon with panzerfaust

Rifle Company

  • Rifle Platoon with panzerfaust
  • Rifle Platoon with panzerfaust
  • Rifle Platoon with panzerfaust

Weapons Company

  • MMG Platoon
  • MMG Platoon
  • MMG Platoon
  • 12cm Mortar Platoon

Off-Table Artillery

  • 10.5cm le FH 18 Battery
  • 10.5cm le FH 18 Battery
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Multiple Battle Groups #10

1944 Germans vs Soviets

CS CHQ coverThis post shows how to go about setting up statistics for a multiple battle group game.

The game is set in late 1944 and will be used to fight a long campaign. Max and Boris have agreed that they want to field an infantry battle group and an armour battle group each.

As they’re playing a campaign, they’ve decided to add one infantry support unit after the first game. After the second game, they’ll add an armour support unit. After the third game they’ll add another infantry support unit; then an armour support unit, alternating between infantry and armour until all support units have been added.

Max’s German Battle Groups

Units: 29

Staff Orders: 8 (4 from each battle group)

Rally Dice: 4

Artillery Batteries: 4

Artillery Response Dice: 4

Artillery Supply: Poor

Initial Barrage Round Modifier: –1

As the Rally Dice, Artillery Response Dice, Artillery Supply, and Initial Barrage Round Modifier are the same for both battle groups, they are listed here for convenience.

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Deployed Infantry Anti-Tank Weapons

A_PIAT_(Projectile_Infantry_Anti-Tank)_in_action_at_a_firing_range_in_Tunisia,_19_February_1943._NA756This rule increases an infantry unit’s range for its hand-held anti-tank weapons. The current rules assume that all AT fire comes from the base of the infantry unit. This rule allows a unit to deploy its AT teams in front of its position to protect it from enemy armour.

  • No additional figures are needed.
  • A non-moving infantry base may add 3” to its fire ranges when firing AT weapons.
  • A moving infantry unit fires its AT weapons at its normal ranges.
  • An infantry unit must have LOS to an enemy unit to use this rule. If the unit cannot itself see the enemy, it’s anti-tank teams cannot be ordered to fire.

For example, a non-moving Commonwealth Rifle Platoon pushes its PIAT team forward 3” from its front edge. This increases the PIAT ranges from 1/2/3 to 4/5/6.

Later the unit makes a single move and fires with its PIAT against a Panzer IV using its normal range of 1/3/5. If the unit didn’t fire during its activation, any later Opportunity Fire would be made using the increased range.

The unit then moves 2″ into a wood – as its LOS is reduced to 1″ its anti-tank teams are restricted to normal range. If it moves to the edge of the wood, its anti-tank team range is extended by 3″.

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Going to Ground

New Infantry Rule

gone to ground germansj

This rule is similar to the Deployed Artillery rule. It gives non-moving infantry a +1 Reaction Dice when under direct fire or hit by artillery. Going to ground provides infantry with an additional cover dice (effectively giving them a cover bonus when in the open).

For example, a Regular Soviet infantry platoon with 4 Reaction Dice has its Reaction Dice increased to 5 RD when in the open. In light cover, this would increase to 6 RD, and to 7 RD in medium cover.

This bonus does not apply during close assault.

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Multiple Battle Groups #9

CS CHQ coverWinning and Losing

A CO gains a Major Victory when all of the opposing battle groups have either suffered a Morale Collapse or have withdrawn from the table following a Command Collapse, providing all of his battle groups remain on the table. Otherwise, he gains a Minor Victory.

Conceding a Battle

A CO may concede a battle by withdrawing all of his units from the table at the end of a turn. His opponent is awarded a Major Victory.

Playing For An Agreed Time

At the end of the agreed time add up all of the remaining Morale Points from each friendly battle group. The player with the most Morale Points is awarded a Minor Victory. If both players have the same number of Morale Points, the players roll their remaining Command Dice with the player who rolls the most 6s, etc being awarded a Minor Victory.

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