Previously our wargaming group gave the
new BGPG Deluxe rules a whirl using only infantry. After playing
the "Infantry Tryout" (check it out here) we played an
armour game to explore the changes
in Deluxe for tanks and guns.
Our
"Armour Tryout" was played 100% by the Deluxe rules,
except for two changes. First, we used the 20mm ranges for firing and
activation since we play with Flames of War sized model bases.
Second, we replaced the BUA terrain with individual buildings and
called them "small terrain features."
Scenario
Same map as the "Infantry Tryout"
Same loose historical basis with a rural setting near Smolensk. The
Russians are throwing everything at the advancing German colossus.
This scenario is an armour meeting engagement at a small village. A
German spearhead meets Russian armour determined to halt the enemy.
The Germans are regulars but the Russians are all scraped-up militia,
no match for a trained enemy. But will their numerical quantity win
the day? Only tanks and AT guns were fielded, without artillery or
infantry, so we could learn how armour works with Deluxe.
Same terrain, woods (Difficult), low
crops, low hedge, and low stone walls, plus the usual Russian rural
village buildings. Same game length of 7 turns on a 4x4 table. No
objective was defined for each side except to cause the enemy to lose
by reaching Battlegroup Break Point (50% loss). A duel to the death!
Again I used the Deluxe points system
with 700 German points and 780 Russian points (ratio = 1.1 Russian to
1 German) to see how it worked. I decided to give the Russians a
little extra since they were crappy militia. The Russian side will
break after losing 7 tanks and the German after losing 5.
Tim played the Germans and Rick and I
played the Russians.
German Force
BG HQ (Radio Truck)
AFV HQ (1x PzBefWgn)
Light Tank Platoon (command Pz35(t), 3x
PzII)
Medium Tank Platoon (command PzIIIH, 3x
PzIIIH)
Anti-Tank Team (1x 37mm AT Gun, 1x
Truck)
Russian Force
BG HQ (BA-6 Armoured Car)
AFV HQ (1x T-26A)
Light Tank Company (command T-26, 4x
T-26)
Recon Tank Company (command BT-7, 3x
BT-7)
Medium Tank Company (command T-34A, 1x
T-34A)
Anti-Tank Team (1x 45mm AT Gun, 1x
Truck)
Game Play
Since this is a
"tryout" game, the blow-by-blow is skipped and only the
game start & end positions are shown with the lines of advance
undertaken during game play.
Rick and I lost
the coin toss and had to deploy first. We liked the open field on
the left flank and put our two light tank companies there, with the
T-34 platoon on the road. The AT gun went on the right to screen our
flank.
Tim deployed second with his light
PzIIs in the woods (not concerned about bogging down!) to face off
against the Russian light tanks. The PzIIIs in the centre to counter
the T-34s and the Pak 36 "doorknocker" there too.
Now we looked to see what advantages
and disadvantages the Russian might have and quickly realized that
Deluxe tightened down even harder on Militia crews than Version 2.
Enemy fire on Russian militia AFVs now get a +1 DRM in addition to
Version 2's DRMs of -1 for Firing, -1 for Morale tests, and -1 for
Rally tests. Another change in Deluxe is Russian tanks are classed
as Inferior so when firing under a Tactical Move & Fire Order
there is a -1 DRM and no long range fire allowed. Plus an additional
-1 DRM if turning turrets in Defensive Fire.
Thinking about this, if a Russian
militia AFV is under a Tactical Move and Fire order, the DRM is -1
for militia, -1 for Tactical Move, -1 for Inferior AFV, and no long
range fire allowed. That's a -3 DRM before any cover or LOS
hindrances the target may have! If the militia AFV is taking fire
while moving under a Rapid Advance the enemy gets a +2 DRM (+1 for
Rapid Advance, +1 for militia) and if a Tactical Move and Fire order
just the +1 DRM for militia. Might as well paint a bulls-eye on them!
OK, Rick and I thought about this and
decided that our only chance was to Rapid Advance to close the range
to get the +2 DRM to counter the militia/Inferior handicaps. So we
decided to go hell-bent-for-leather and try to get the BT-7s and
T-26s on the PzIIIs right flank and cross our fingers, hoping the
PzIIs would bog down in the woods. Meanwhile the T-34s would close
on the PzIIIs left flank and maybe give someone, somewhere, a side
shot on the PzIIIs. The plan should go like this...
Well it didn't quite work out that way.
Tim advanced the PzIIIs up the road while most of the PzIIs got to
the woods edge and both his Combat Groups seriously shot up the BT-7s
and T-26s before the T-34s arrived. The BT-7s and T-26s rarely hit
while moving plus the PzIIs are a small target and in cover. When
they did it was either a ping or a disengage. The German fire,
without the Russian handicaps, was pretty deadly, forcing those that
survived to disengage back into the crop, suppressed, where
one-by-one they perished (-1 to Rally). One PzIII brewed up on a
critical hit and one PzII was abandoned deep in the woods on a Bog
Test. The only good thing was after their 4th tank flamed up, the
Russians passed their 25% Break Point test to lend a bit of hope.
Meanwhile on the Russian right, the
T-34s advanced up the road but couldn't get any effective hits on the
PzIIIs. Without any need to guard the right flank, the 45mm AT gun
also moved up and unlimbered near the T-34's. A lucky shot from the
AT gun caused one PzIII to disengage.
Just when the T-34s advanced further up the road, looking for a juicy side hit on another
PzIII or two, fire from the PzIIs bagged the 7th Russian tank in the
crop field and ended the game. Basically a turkey shoot!
Here is what the table looked like at
game end.
Tallying up the score:
The Russian side lost 7 tanks and the
German side lost two, only one to Russian fire! A major German win.
Some More Things We Liked About
Deluxe (beyond those listed in
"Infantry Tryout")
1. AT Fire is
similar to Version 2 so it is easy to migrate to Deluxe.
2. Ordinance vs
infantry (in this case vs. guns) is nicely incorporated into the new
Infantry Fire Table (IFT) matrix.
3. National
differences (Command tank, Inferior tank)
4. Crew quality
effect (militia crews are awful!).
Some More Things We Are Not Sure Of
1. Terrain LOS
hindrances (low walls & hedges) are -1 DRM but shown N/A for AFVs
(we used them).
2. A small armour
force with one AFV HQ must use the BG HQ to activate an AT gun "in
contact."
Summary
Everyone liked the
game play and are looking forward to playing more BGPG Deluxe. The
armour rules have changed in some areas, but much less than for
infantry, so we were on more familiar ground after Version 2. We felt
the battle yielded pretty much historical results for the militia
Russians "charging the enemy" tactic we chose. If the
Russian had had the time to play cagey and wait, making the German
player attack into a planned defense so the Russian's could fire from
cover without moving, and be at short range, the results would likely
have been closer. However, mixing it up this way got us to the meat
of the armour rules.
It is unanimous
that we all want our next game with Deluxe to be a full combined arms
scenario with infantry, tanks, guns, and artillery. Looks like that
should be on the table some time in January 2015. Until then, thanks
for reading here! Merry Christmas and Happy New Year to all! - Gary
Nice report, love your arrows and explanations...
ReplyDeleteThanks, Phil. Looks like you have a very prolific gaming group with all the great terrain and AARs you post on your gaming site! I don't know where you find the time! - Gary
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