Saturday, May 28, 2016
System has been amended by Bob in that Commands no longer roll for their Resource/Activity level by rolling Commanders dice but instead its a combination of unit types and Commanders that generate pool (sort of a half-way house between DFI and DFII)
Other 'big' change is that the 4RRR card is no longer in the deck (option to include it as one-off extra card) but is replaced by a new Interphase at end of each turn when Resources are restored, rallies performed and such like for both sides.
So Resource restoration less prone to vagaries of luck than earlier DFII version.
Pools can still be quickly depleted though if a lot of activity undertaken by a Command whether offensively or defensively or in combination.
I had a Command with lowish 19 Resources which after couple of advances (2 resources per unit) and then shooting and melee combat saw pool down to a single resource.
Fighting in a Melee is 1-2 Resources per unit then loser suffers differences in combat dice (optional if 1-6 losses compulsory if 7+, auto killed if 13+ difference).
I had one unit lose by 8 so it lost 2 for fight plus 8 for defeat level and it also then lost its resource contribution of 3 dice (Average Regular unit) as router for a hefty 11 in total, whilst attacking unit only used up 2 for moving into melee and then 2 to conduct the melee (assuming I am doing all this correctly ?)
So resource management is a real core aspect of the rules.
Once a Command goes out of resources its units become Disordered and are hoping for end of turn to get Interphase to restore some Resources (you dont count lost units or those Routing ie having obtained a black dice),
Of course depending on the sequence of the 6 (randomly chosen from 8) sequence cards that could be a long way off if the card you took action with (say an Infantry or a Cavalry action card) came out early in the turn.
In the melee combats it does seem to favour attackers as there seems to be more extra dice awarded than defensively, making astute use of Commanders dice pools a real must.
Not detecting much change to the Napoleonic Dice tables (though sure there are a few) which in Die Fighting awards free dice and re-rolls depending on unit quality, type, situation and suchlike factors.
Little piles of mini-cards at rear are my Resource pools
Oh and more rules to feed the addiction
Saturday, May 21, 2016
Been absolute ages since I used these but with the core systems being Field Of Battle they were very easy to get into.
Also been a long time since my 6mm kit has seen action.
I used a Spearhead map and OOB (although from 2 different scenarios) to set up a 1945 clash between SS and Ivan Guards.
Ivans had elements of 2 Guard Infantry Regiments (of 2 Battns each) with two Tank Brigades (each 2 Bttns of T34/76 and 1 of T34/85 and a Motorized Infantry Bttn), backed up by a JSII Regt and off board support from a 76mm Battery.
Rolling for usual FOB stats yielded 6 Assets (used to bring in Aircraft, continue Barrages and such like) a morale level of 28 with a D12 CinC and D10 Leaders.
The Nazis had elements of 2 SS Pz regts both an amalgam of single PZIVh and Panthers with one adding a Coy of StugIVs. they had two weak PzGr Regts in a mix of trucks and SD251s.
Support was a Bttn of Tiger IIs (to which I attached an Armoured Engineer Coy), a PzJager Bttn of Marder IIs and Pak43 Atgs with off board support of 2 Regts of 170mm and 105mm Guns.
Their Cin C was also a D12 with D12 Leaders but lower morale of only 23 and only 3 Assets.
With both sides being Experienced/Veteran level troops the Combat dice were all pretty high (D10 being lowest) but German Infantry had poor defence rolls yielding quite a few D6 defence compared to the D8/D10 of Ivans.
However the Nazis ended up with a poor sequence deck whilst Mother Russia managed to roll up a Superior version.
Ivan Tank Brigades operated as single formations despite being comprised of 3 Bttns of tanks.
As the game was just to showcase the system to Le Duc I simply set it up as a simple encounter with Le Duc having pick of sides,
He plumbed for the Ivan juggernaut and we both simply deployed 12" in from respective long table edges.
Then began a a really fast flowing game (as Le Duc commented just as a mobile WW2 game should be) utilising fully the FOB card deck system.
I flung my 2 PzGr Regts forward with 3 move segments onto some central hills but this proved a mistake as they were simply blown to bits then flatten by the Ivans !
We were both cagey on my left flank as Tiger IIs faced JS IIs although one JS Coy was forced back with some hits (later rallied off).
The losses on the PzGr plus hits on my Panzer units soon saw my Morale expire and I was giving Morale Points to the Ivans.
Of course I then turned a Morale Card forcing a Force Morale check which I promptly failed ending the encounter.
All in all we played game to completion in just under 4 hours which is excellent considering both fairly new to rules, the FOB system is so straightforward to learn and play.
I had forgotten just how good FOB WW2 is for a large game (we had something like 55 Coys all told on the table).
In such a large game the abstraction of Heavy Weapons support, Flak, Engineering and Assest system simply works.
Lots of plans afoot for further use of these rules by us both whether they come to fruition is entirely another matter !!
A mix bunch of pics as the lighting changed from evening sunlight to artificial lighting, note i used 2 Spearhead stands per Company.
Ivan Tank Brigade
Overview of initial set up
PzGr wiped out on this hill
Sunday, May 15, 2016
Played two games of this with my Dad tonight with me as the Commies both times and winning the Cold War both times as well.
A very exciting and playable CDG which I have not had on table for a good while but low rules complexity makes it very easy to come back to.
Tuesday, May 03, 2016
Usual 1813-15 bash between my Prussians and Stephen's French.
We used points system in Albion Triumphant and I fielded 1200pts to Stephens 1400pts so I set up as nominal defender choosing table side but deploying first.
We ended up with fairly wall to wall units so might try around 1000pts next time.
With the period appropriate rules from Albion Triumphant and their army nuances combined with a couple of house rules of our own (Shooting phase before Command Phase, -1 to Artillery grazing/bounce through fire,no Charging through units, and non-shaken units cannot be broken by a Break Test) we feel we have BP at a point for Napoleonic games that we like and are comfortable with for the level of game it allows/portrays.
We love the free flowing movement and the Command system (despite its at times frustrating nature) and are happy with the Shooting and Melee systems and the unit Traits all of which yield a fast playing game with a decent amount of units and plausibility.
A somewhat different feel to Field Of Battle or Gen De Brigade but with enough flexibility and fun to leave us wanting more.
Certainly less nitty gritty tactical flavour than GDB but with correspondingly quicker play and the traits and rules tweaks give a bit more period flavour than FOB in several aspects (I really must try to house rule FOB with regard to 'hasty squares').
Some pics of action today