Introduction
I
have acquired a lot of WW2 rules for company/battalion (1 figure = 1
team/squad) over the years and have not played most of them. My aim is
to use the Russia ’43 Red Guards at Kursk Skirmish Campaign book and use
a different ruleset for each scenario. I am going to scale the
scenarios up from skirmish to the level required by the rules and then
scale the measurements down from inches to centimetres to play on a
small board with 6mm figures.
This
is my first battle in the series and so will start with something not
too complex. I am using the Mechanised Warfare Rules (MWR) rules by
Andrew Thomas and available from Irregular Miniatures. MWR is
one of the inspirations for the Pz8 series of rules.
See this page for information on my replaying of WW2 scenarios with different rules.
Overview of Mechanised Warfare Rules
MWR is a 'rules light' set of rules for WW2. It also
contains an addendum for post-WW2 conflicts. If you like a lot of detail and everything spelt out on what you can and cannot do, these rules are definitely not for you. But for a fun game, these are great. But I do miss that there is no command and control at all.
Scale
There
are two scales of the game: 6mm where 1” = 25 metres and 2mm where 1”
is 50 metres. Other than this difference, the example base unit for
6mm is generally a team of 1 vehicle; for 2mm it is 1 squad and 3-5
vehicles. All distances are in game are in metres. Game uses d6s only.
Turn sequence
Game sequence is:
Player A moves
Player B fires
Player B moves
Player A fires
Command and control
There is no command and control. There is no spotting or hidden movement other than unit cannot fire at unit not in LOS.
Move
Rough ground moves are:
- Infantry move 100m
- Vehicles move between 150m and 350m depending on the vehicle (there is a table)
Road movement is double.
That is all the movement rules.
Fire
Example fire ranges:
- Infantry base range is 100m.
- MGs are 200mm.
- Guns are dependent on calibre and range from 200m (20m), 6pdr (500m) up to 1500m for the large guns.
To
hit roll 1d6 and a 5-6 hits, 4-6 at half range, -1 if firer moved.
Artillery uses a 1” burst circle and hits on a 5-6, +1 if FO of HQ unit
within 500m of target (this is the only mention of HQ units); If
artillery misses it falls long or short. This is it for the to hit rules.
To
fire attacker roll 1d6 and adds their attack factor against soft or
armour targets e.g.
- 1 for infantry Vs armour
- 2 for infantry Vs infantry
- 5 for a Stug Vs armour
- 2 for a Stug Vs infantry
Defender rolls 1d6 and adds defense factor e.g.
- infantry in open 0
- infantry in soft cover 1
- Stug is 3
Compare attacker score against defender score:
- If less, no effect
- If equal, defender cannot fire or move for one turn
- If attacker 1 or 2 more then defender is immobilised but may fire after 1 turn
- If 3 or more then defender destroyed
Close combat
There are no specific close combat rules.
Morale
There are no morale or experience rules.
Aircraft
There are aircraft rules – limited sorties, 4 types of aircraft and anti-aircraft rules.
Scenario
I
am using IRON WEDGE the third scenario from the Russia ’43 Red Guards at Kursk Skirmish Campaign book. This first two scenarios is quite small and
infantry only. I wanted something with some more variety to test out
the rules. It pits limited but dug-in defending German infantry and AT
gun against advancing Russian tanks and tank riders. The Russians are
trying to exit off the German side of the table. The Russians win if
they exit 3 AFVs by the end of game turn 12, otherwise the Germans win.
Overview of the table - Russians enter on the left, Germans deployed anywhere from the hills to the right edge. This is also this board that I cut and flocked. did not turn out too bad. |
German
1 Infantry HQ base
4 infantry bases (each with satchel charge)
1st Pioneer company
1 HQ base
1 MMG base
6 infantry bases (2 with satchel charges)
6 infantry bases (2 with satchel charges)
1 flamethrower base
2nd Pioneer company
1 HQ base
1 MMG base
1 MMG base
7 infantry bases (1 with a satchel charge)
1 AT section
1 Pak 36 3.7cm AT gun
The 2nd Pioneer company was the variable attachment.
There are no satchel charge rules in MWR so will use: range 1", hit on 4+, Attack value Infantry 8 AT 5
There are no satchel charge rules in MWR so will use: range 1", hit on 4+, Attack value Infantry 8 AT 5
Soviet
3 T-70 on turn 3 (a d4 roll)
T-34 unit
3 T-34 on turn 1 (a d4 roll)
1st Tank Rider company
1 HQ SMG base
7 SMG bases
2nd Tank Rider company
1 HQ SMG base
7 SMG bases
1st Motorised infantry company
1 HQ Rifle base
1 MMG base
1 MMG base
5 Rifle bases
3 trucks
The 1st Motorised infantry company was the variable attachment.
As each vehicle may represent 3 vehicles in the rules, I will allow 3 squads per represented tank to be mounted.
Deployment
The
scenario calls for an 8’ long table that I am scaling to 30” (I have made a board 72cmx48cm scaled down 2.5 from a 6'x4' to match scaling rules down from inches to cm. Naturally, the first scenario I try out is 8', not 6'!) . German
setup is 72” inches from their edge that equates to ¾ of the length. So
for my Game, the Germans may setup within 22.5” of their edge. German
infantry may be in foxholes and the AT Gun dug-in. Additionally there
is two 1"x3" (1cmx3cm on my table) unmarked AT/AP minefields that may be placed at the start. note:
The stream is soft and impassable to the trucks and cause a bog check to AFVs. MWR has no bog check rules so I will use:Bog check - 1 on a d6 is bogged; 5-6 on a d6 to unbog.
All Russian AFV entry points much be recorded prior to the start. Tank riders may enter on or off the tanks.
Note the 37mm AT gun has a rang of 10 inches and infantry stands are 2".
German deployment |
Turn 1 the T34 and trucks enter. The trucks are going in the front to find the defence, rather than the T34s. Getting 3+ tanks to the other side is the aim. 12 turns, 6" a turn move for tanks is 5 turns. The T70s not on until turn 3 and it will be 8 moves for them! Trucks move 4'". There is no sight rules or hidden rules in MWR so will just say cannot see units in or behind cover. Unless the Russians want to dash the whole way without stopping, 12 turns seems doable.
That Russian tank riders are at the edge of the board indicating what tank they are on.
Russians enter on the left. Infantry at the edge are the tank riders that are riding the tank further up the table. |
In Turn 2 and 3 the trucks advance a little more and in turn 3 the T70s enter the table but don't go to far - the best paths are still unknown.
T70s enter. Again, infantry at the edge are actually riding the tank/truck further up the table. |
The trucks reach the gap, and are fired on by infantry to each side. |
Two German infantry are close enough to fire at each truck. Infantry miss (5+ required at long range i.e. 1" to 2").
In turn 4, the Soviets will have to speed things up with only 8 turns to go. The fired on trucks unload (no rules for that either - I made up one saying 1 turn to load/unload). The T34 and T70s dash forwards.
The trucks showing where the enemy after, the tanks roll through the gaps. |
Some of the German infantry on their right flank move closer to middle - there is nothing coming there way so they will race to try an intercept the Russians. Note there is no rules for moving in or out of melee. At this scale, I will follow the rules, so trucks etc. can move of of melee if they wish.
The Soviets fire back but miss with all rolls. I assume you cannot fire though troops so the Russian tanks have no line of fire to any spotted infantry.
Turn 5 see lots of movement from the Russians as they race through the first gap between the hills.
Russians closing in on the gap before the river. The German AT Gun is in the centre in the woods, To the right can be seen German infantry racing towards the gap to beef up the firepower. |
37mm AT gun (at right) immobilises a T70 (shown with some smoke). At the left is the disabled truck with dismounted German infantry. |
Two T34s have already existed and the last T34 is only a short distance from existing. |
BUT....
It was 4 weeks after I started playing until I played the last turn. When writing up this post that I realised I had completely forgotten about the minefields. So let us replay a part of turn 7 when the first T34 cross one of the minefields to see if things go differently:
T34 enters unmarked minefield: minefield misses. Assuming that nothing was triggered due to the miss, roll for the second T34 entering the minefield: A hit, but no damage. The third t34 avoids the area. So the three T34s still make it off the table and it is still a Russian victory.
I also forgot a bog check for the tanks at the stream. I roll now for each of the T34s and they all passed.
The game is actually a lot closer than it was adding in the mines and the bog checks! One poor roll for mines or bogs would have seen the Russians lose.
Verdict
I did not realise I did not scale the rules down from inches to cm until turn 5. This turned out to be a good thing as it played really well using inches on the small table - the firing distances in cm (2cm for infantry) and the number of turn it would have been for the T34s to cross the entire table (12 at full speed) would have skewed the game. There was only a small number of units on the table and the rules are likely designed for much more. It worked really well and felt right. About 2 turns in a though the turn sequence would not work for chase games like this, but it did. I thought it would be a Russian cake walk. It wasn't. I like the rules ans a basis to build on. They are simple and fun.
I originally made the 30"x20" board about 14 months before this post and this is its first outing. I had also set out the terrain about 14 months as well. It took awhile to get around to finding the gaming enthusiasm for this (it came back months ago) but I am glad it did. I like the small table and 6mm games. I already have the second one setup and ready to go, hopefully taking less than 14 months to get around to playing it!
very interesting Shaun, another good game in a small space - interesting though that the non-conversion 'mistake' of inches down to centimetres actually worked so well.
ReplyDeleteHi Norm,
DeleteYes, I was surprised too when I was halfway through and realised I forgot the scale down, but it actually was working better than if I had scaled down!
After a brief flurry into larger games last year, I am finding my interest is back on the small board games this year.
Hi Shaun! Cool AAR! I was wondering, how different are the full Mechanized Warfare Rules from the Pz8 adaptation?
ReplyDeleteVery very similar. Think of MWR as a precursor to the Pz8 WW2 rules where Pz8 just added a few tweaks (roll for initiative is not in MWR) and clarified what +1/+2/+3 result was to be consistent. Otherwise I don't think there is any other differences! Oh, MWR does have rules for planes and I believe Pz8 doesn't.
ReplyDeleteThank you Mr. Shaun! Pz8 has them in the modern addendum, which are a variation of the Pz8 WWII, adding planes and helos. Thank you very much, I was wondering if they were worth buying, specially with the Brexit stuff. Seems like they are basically the same! BTW, will add your blog to my watchlist, you and I are like minded, small tables are the best! :D
DeleteAh, did not realise the Pz8 modern had aircraft. You then have all the rules you need. After your comment yesterday I checked out your blog and am now following it.
Delete