Yes, this is a return to action
"later-than-I-thought-it -would-be." Hope you all had a
great summer! Canadian lakes in summer can't be beat. While the
sunny days were "outside" days, even the rainy days were
good, allowing me to paint up some new 15mm Russian rural houses
(Kerr & King), some wooden
fences (Ironclad Miniatures),
and some low stone walls (Foxhole Terrain).
Wish summer didn't have to end. After
being dragged kicking and screaming into accepting the inevitability
of another Canadian winter, buttoning up our small cabin at the lake,
etc., I began to dig into the new Battlegroup Panzergrenadier Deluxe
rules.
BGPG Version 2 is my "go-to" set of rules for reinforced company/battalion
level and it was with both excitement and trepidation that I
approached Deluxe. Will I like it?
The new rule book is hardcover and
massive. I felt quite daunted by it after a first read through. A
very impressive and high quality production with lots of photos and
information, so much that I was wondering how to glean the essentials
for game play. Almost as if the author and publisher had read my
mind, I discovered a soft cover "Combat Edition" had been
parallel published for streamlined use during game play. The Combat
Edition contains only the text from the fancy original. Perfect! I
ordered it too and consider it a "must-have."
While the core game is still BGPG, the latest "Deluxe" version has quite a few changes. After a long, careful re-read I
posted some questions on the BGPG Forum to clarify some points and these were quickly answered by Dave Brown,
the author of BGPG. The next step was to undertake an "Infantry
Tryout" game and then an "Armour Tryout" game with our
local wargame group so we could explore the new rule changes and see
how they affect game play.
This game AAR is for the "Infantry
Tryout." We played it 100% by the Deluxe rules, except for
three changes. First, we used the 20mm ranges for firing and
activation since we play with Flames of War sized model bases.
Second, we made all the German squads LMG squads and the Russian
squads plain rifle squads. The scenario was July 1941 Eastern Front
and at this point in Barbarossa the Russians were lucky to even have
1 LMG per squad. Therefore to better portray the huge disparity
between the effectiveness of the MG34 in a German squad and a Russian
plain rifle squad we made all the German squads LMG squads. Third, we
replaced the BUA terrain with individual buildings, "small
terrain features," that would hold as many squads as would fit
inside.
Scenario
Very loose historical basis with a
rural setting near Smolensk. The Russians are desperate to stop the
German juggernaut and are ordering scraped-up forces to attack the
flanks of the advancing Hun. The better trained Russian troops near
the border at the start of Barbarossa have all been lost and reserves
with only rudimentary training are being ordered to attack. This
scenario is an all-infantry engagement pitting two companies of
inexperienced Russian troops with no support in an assault against a
village containing a dug-in company of German regular infantry.
We wanted to see how Deluxe handled
infantry alone, without artillery or tanks, and learn the new changes
in command control, Fog of War blinds (attacker advances undefined
until spotted), and Defensive Fire activation, plus we hoped the
horde of Russians would test out the new Infantry Fire and Close
Combat rules.
The terrain is woods (Difficult), low
crops, low hedge, and low stone walls, plus the usual Russian rural
village buildings. For a short game I set the game length to 7
turns on a 4x4 table. To minimize deployment time the German began
Turn 1 with a pre-set deployment hidden in trenches, and objective to
hold the largest building containing the BG HQ. The Russian
attacker's deployment was also pre-set with all units under Fog of
War blinds, each hiding one platoon, and objective to capture the
same largest building.
While we normally run defined
historical games not based on points, for this one I used the BGPG
points system with 355 German points and 480 Russian points (ratio =
1.43 Russian to 1 German) to see how it worked. The Russian side
will break after losing 17 squads and the German after losing 8
squads.
Tim and Rick played the Russians and
Brent played the Germans while I moderated.
German Force
Battlegroup HQ
Company HQ
Rifle Plt (command, 3x LMG squad + 1x
light mortar)
Rifle Plt (command, 3x LMG squad + 1x
light mortar)
Heavy Weapons Support Team (2x MMG)
Recon Team (command)
Russian Force
Battlegroup HQ
#1 Company HQ
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
#2 Company HQ
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
Rifle Plt (command, 4x rifle squads)
Game Play
Since this is a
"tryout" game, the blow-by-blow is skipped and only the
game start positions are shown with the lines of advance undertaken
during game play.
With overwhelming superiority in
numbers, the Russians pushed forward under blinds until spotted and
then the MMGs opened up first. Here is where the first big change
from Version 2 surfaced. Deluxe allows Defensive Fire fire against
more than one infantry squad in an advancing Combat Group, depending
on the weapon firing (no -1 DRM as for V2's Sustained Fire). MMGs
fire with 4 times the effect of a rifle squad! LMG squads fire with
double the effectiveness of a rifle squad! This makes MGs a lot more
powerful than Version 2 and very quickly demonstrated that advancing
in the open into close assault against an unsuppressed MMG position
is pretty much suicide (unless Lady Luck awards the MMG a low roll
and a miss!).
On the Russian left flank, rifle fire
from Tim's platoons hoped to suppress one MMG but was ineffective
against the dug-in German, so the game plan had to shift to Rapid
Advance to close assault and hope to overrun the German position
with superior numbers.
In the photo below one of Tim's
platoons (upper left) close assaulted the building with the damaged
roof, trying to outflank the MMG position. The defending German
squad LMG fire at close range was decimating and a draw on the
assault rolls caused both sides to retreat.
Another of Tim's platoons was pinned
with losses due to MMG fire when attempting to cross a road to the
building (right). MMGs are nasty!
From the Russian right flank (out of
sight in this photo), Rick advanced one platoon taking huge Defensive
Fire losses and close assaulted the building (right), winning the
action and forcing the German squad to retreat.
This next photo is the view from the
German right flank MMG position. Nice view right down the road.
Perfect area denial!
While the German right flank defense
held secure, the Russian attack against their left flank had more
success. Two platoons rapid advanced across the crop taking heavy
losses, closed on the German line, and close assaulted. The Russians
won the assault, pushed back the Germans to a second line of defense
behind a hedge, and most importantly, suppressed the MMG. However,
the MMG rallied and the Russians winced at what its next fire would
bring.
After starting with 12 squads in his
company, Rick was now down to 4 unsuppressed squads and 3 suppressed,
facing imminent devastating fire from the MMG unless the Russians won
initiative next turn and managed to suppress the MMG again before
continuing to advance into close assault.
At this point we ended the game since
we felt we had a pretty good idea of how infantry plays in Deluxe. We had
also spawned a number of questions about how Defensive Fire groups
behave when being close assaulted. This is a big change from Version
2. These questions were answered quickly on the BGPG Forum.
Here are the final
positions.
Tallying up the score:
The Russian side lost 7 units and the
German side lost zero! At game end the forces remaining on the German
left flank were 6 Russian and 5 German, not enough for the Russian to
survive a Defensive Fire and win another close assault. Therefore the
game was declared a German win.
Some Things We Liked About Deluxe
1. The new
Infantry Fire Table (IFT) matrix elevates the effectiveness of MGs.
2. The new Close
Assault Result matrix is easy to use and yields damage to both winner
and loser.
3. Command
Control requirements for activation, plus national differences.
4. -1 DRM for
attacker firing during Tactical Move & Fire order.
5. +1 DRM when
fired on during a Rapid Advance order.
6. Stationary
Infantry -1 DRM .
7. More order
choices. Nine possible orders, up from two in V2.
8. Defensive Fire
as Combat Group vs. active Combat Group. Eliminated V2's
"soaking-off" tactic.
9. New Terrain
Effects chart (we may need to add entries).
10. Fog of War
blinds for attacker.
11. New Exploit
Phase adds uncertainty into next game turn.
Some Things We Are Not Sure Of
1. Other than
suppression, no loss of effectiveness to infantry units required to
disengage (same in V2).
2. Ahistoric use of the BG HQ, moving it behind advancing Combat Groups to keep them "in contact" as if it were a Company HQ.
3. Fixed rate of
Tactical Move (eg. 6 inches) instead of variable in V2 (eg. 2d6).
Things We Got Wrong - (see answers
on the BGPG Forum)
1. How Defensive
Fire groups work vs. an assaulting Combat Group.
2. Definition of
"... in the open" to trigger Stationary Infantry DRM.
Summary
With our main
questions answered we just need more game time to get into the
subtleties of Deluxe. The big "hooks" for me are the new
Infantry Fire and Close Assault Tables that are matrix based and the
changes to Defensive Fire. These are definite improvements, so far
driving me to want to "migrate" to Deluxe.
With this
"Infantry Tryout" under our belt, our group moved on to an
"Armour tryout" game where we explored the changes in
Deluxe for Tanks and Guns. Tune in soon for that AAR! - Gary
Nice to see you guys are back at it!
ReplyDeleteThanks, Tim! It's all good fun! I frequently read your blog and wonder at how you do it all. So many games, so little time...
DeleteBGPZGR are an excellent set of rules and I find the new Deluxe set plays a bit faster than 1st/2nd edition
ReplyDeleteNice AAR
Thanks, Gary! Always good to hear from a fellow BGPG appreciator, and your endorsement of Deluxe is a bonus. I really like your blog and don't know where you find the time to do it all (grin). - Gary
Delete