Mission Command: Pleskau / Pskov, June ‘44

The Eastern Front. For the Soviet Army, it was a long way and a costly way to retreat, and now it’s a long way and a costly way to push forward to Germany. But after Kursk it’s just a matter of time and blood. For the German Army, the endless steppe is no longer the front, now it’s back nearly to the Baltic States and Poland, trading space for time, so that the Army can be re-built.

Though we were a tad short of players, Pete and I decided to push on with the full version of our Pleskau game from 2012, with the 2 of us playing as well as umpiring. So we ended up with roughly 3 v 2 for most of the game; somewhat pressured, but we all coped fairly well. This was our first outing to the Eastern Front for a while, and also the first with the relatively settled beta version of the Mission Command rules. For the Soviets, it looked like an interesting proposition, I think, using battalion-sized groups with hardly any radios, instead of company-sized groups with lots of radios, as in Normandy. For the Germans, a chance to hole up in heavy stone buildings, cover your ears and hope!

This account is largely from a German point of view, as that’s what I was playing. Apologies if I am at all unfair to the Soviets! No doubt their propaganda will give a different version of events.


The town consists of primarily stone buildings in a rough equilateral triangle about 5km per side with one side running north-south and the triangle pointing towards the east. A river runs through the town, entering at the NW corner and flowing mainly south, forming an effective barrier about a kilometre from the western edge of the town. The only easy routes across the river are a road bridge in the middle of the town and a rail bridge in the south. A tributary with a couple of bridges meanders from east to west, joining the river in the northern poorer part of town. The main road to Riga also cuts the town in two from east to west about a kilometre south of the stream. The railway runs from NE to SW, with a few smaller lines branching at the edges of the town.

RussianAerialSketchMost of the town’s buildings are one or two storey stone town houses. The northern area beyond the stream has poorer quality, smaller buildings. There is a large imposing tractor factory in the south part of town beside some railway sidings and close to the rail bridge. Similar very sturdy buildings are on the west bank by the road bridge, but these are not so high. The centre of town also has a few tall municipal buildings that stretch along much of the main road. There are also two tall churches, one facing the road bridge, the other across the stream to the north.


Outside town to the east lie some areas of higher ground, one of which is wooded. To the north, east and south the region is mainly open ground and scrub with few buildings. To the NW some buildings continue to run alongside the river. A few buildings continue beyond the western edge of the town proper, and there is some high ground a couple of kilometres to the west.

The town itself has many small streets and several quite large open areas, including a tree-lined boulevard that runs NE to SW through the centre.

The map’s slightly misleading, in that we shrank the size to about 7 km wide (North to South) and 4.5 km deep (East to the river). This had the effect of enabling the Germans to concentrate a bit more, but for the Soviets to do so too and have less far to travel.

German Commander in Chief, 2nd Battalion, 2nd Fallschirmjäger Regiment, Major Walter Meindl

Strategic situation and orders

The date is sometime during early June 1944. Your battalion has been moved to Pleskau (Pskov in Russian) on the north of the Eastern Front (the “Panther Line”) to help to stem a Russian offensive that may (eventually) threaten Riga. Pleskau is an important rail junction and also, with its position near the southern shores of a series of lakes, prevents the German lines being outflanked from the north. However, the weight of the offensive cannot be stopped by your battalion, and your orders are to conduct a delaying action, by carrying out a ‘delaying defence’. See your sketch map.

Your delaying action is a temporary measure, designed to inflict high losses on the enemy and to conserve friendly forces. You have freedom of initiative to act according to local circumstances – for example, limited counter-attacks are permitted, as are feints, deceptions, and so on. Your primary requirement is to conduct a delaying defence for as long as possible (at least a whole day), while enabling extraction of your forces across the river to the west at the end of the action. Timing of withdrawals is a matter for your decision. Night-time withdrawal of men can be achieved via bridges and boats – the latter are pre-positioned for that purpose. Note that this means you should NOT destroy the bridges over the river.

You do not have active supporting units on the eastern side of the river. All supporting units of the Division have been withdrawn behind the river. Once your troops have crossed to the western side of the river, they will be secure from further attack except from troops to your immediate front.

Your forces consist of a full strength German Parachute Battalion, plus some supports. All your Fallschirmjäger elements are elite. All your other elements are veterans. You have complete confidence in your troops and officers.

Your reconnaissance suggests that the opposition has a full Russian Tank Corps. Each of 3 Tank Brigades has about 8 tank models (representing 30 or so actual tanks), plus supporting assault troops. Artillery barrels tend to be extensive, but inflexibly used. You will also realise that, even though it’s called a Tank Corps, that doesn’t mean it’s short of PBI.

The enemy has complete air control – you have no air assets, though you do have some flak to knock the enemy aircraft down with.

Any of your elements and / or vehicles can be in concealed positions. This means that they will not be spotted till they fire, and even then, only if the enemy is close enough.

Each of your company commanders may indicate ONE building or part-building (of size to be occupied by one standard element plus one supporting gun if desired) as a ‘bunker’, which has received specific reinforcement attentions from engineers. Bunkers will have all round fire and will count as strong structures (fortified) against attacks; for example, Soviet field guns with normal indirect fire would need a 20 to cause a casualty to a defending element in firing position.

You can win some sort of victory for the German side by hanging on to any areas to the east of the river at the end of the game.

Russian Tank Corps commander:General-Major Belaborodov, 32nd Tank Corps

Strategic situation and orders

The date is sometime during early June 1944. Your Tank Corps is the spearhead of a Russian offensive that intends to open the way to Riga. In front of your forces is Pskov on the north of the Front against the Fascists. Pskov is an important rail junction, and if we take it we may (eventually) threaten Riga. Unfortunately we cannot flank it to the north, because of its position near the southern shores of a series of lakes, while the river that runs through it is unfordable, and the only bridges are in the town. The enemy has occupied the town with elements of a parachute regiment. You’ve cleared forward positions occupied by regular Wehrmacht infantry, but you expect the parachute infantry to be more of a problem.

Your mission is to take the town as quickly as possible, so that the momentum of the offensive can be maintained. You are an experienced commander, and Stavka is happy to let you get on with it. Losses are not of any particular concern, though you do appreciate that your more experienced troops are valuable for future operations. Your primary requirement is speed. The faster your success, the more pressure it will put on the Germans and the better the momentum of the follow-up.

You have no worries about either flank or rear. There is no possibility of any major German counter-attack, because other units are protecting these spots. Local counter-attacks are a possibility (they always are with the Germans). You have access to more troops if needed, so you’re not going to run out, and you’re quite aware that reinforcements will probably be necessary. Your star will rise quicker, the quicker you can complete the mission.


Your forces consist of a full strength Tank Corps (see attached command cards). Each player on your team represents a Brigade Commander. The Motorised Infantry Brigade is the one formation which you have issues with, they are little better than raw conscripts at present having only just replaced the previous brigade which was decimated earlier in the month. This brigade needs to be used carefully. You have the option of further reinforcements if needed.

In addition, you have air control – the Luftwaffe hasn’t been seen in the area for weeks. You have been allocated a couple of air raids (dive bombers: 4 models), because Stavka has allocated most air power further south. Before the game starts, you must choose a time and target for these air raids which cannot be altered or stopped.

Air reconnaissance shows that the enemy has parachute infantry dug in inside the town and support units beyond the river to the west. Enemy strength is unknown. Ground recce has discovered that elements of the 326th infantry division occupied forward screening positions to the east of the town, and that men of the 2nd Fallschirmjäger Regiment are certainly in the town itself. German Kampfgruppe organisation means that you could be facing a mixed force.

You can win some sort of victory for the Russian side by taking and holding as much as possible (preferably all) areas to the east of the river by the end of the game.

The Battle

Prep on the German side was somewhat frenetic, as I was on my own for the planning stage, before I was reinforced by Mike. For planning purposes, and for showing hidden positions and hidden movement, we had A2 colour printouts of the sketch maps.

With only very limited man-power, I was forced to stretch the companies quite a bit. I put 5th company all the way from the bridge roughly at 010020 across to the strong points down the road from 012011 to 005014. 6th company was holding the tractor factory (there’s always a tractor factory) and all the way over to 5th company positions, but with some forward LMG outposts on table F. 7th company was behind the other two in reserve and holding the main river crossings.

I put a couple of StuGs with 5th company to give the Soviets pause if they came steaming down either main road, but the remaining AT (2 more StuGs and the PaK40) were positioned to cover the main river bridges directly. I didn’t want to lose too much useful AT stuff in the outskirts, because that would just give easy targets for the Soviet heavy guns.

I chose to place our precious 8.8cm FlaK off-map, and not in an AT role. The problem with the AT role was that they would have been very difficult to conceal, and unable to use their range advantage, so we would have lost them pretty quickly. No doubt we would have knocked out some tanks, but unfortunately the Soviets can afford tank losses, or else they wouldn’t be attacking a town with a Tank Corps! So the 8.8s were in FlaK role – they were Luftwaffe after all.

We had bunkers at 008016 (on the corner of two main roads), 008009 and 003019 (by the joining of the 2 waterways). Knowing the heavy weight of Soviet artillery, we placed most troops in the strongest buildings, in the basements where they were to a large extent protected, and where we had decent ambush positions. Otherwise, we were relying on ambushes from panzerfausts, StuGs and even our rather pathetic recoilless guns.

We had anti-tank roadblocks on the main thoroughfares, 1 extensive minefield in an open strip in the middle of town, and also a very well booby-trapped block of houses that we figured they might use as cover against our strong points.


The Soviets came in using several prongs. 1 brigade was to try to push across the bridge at 010020 down the road, another (motorised with heavy tank support) frontally due west and a third via the factory, but flanking it to the south. Recce preceded the last prong down the railway line and round the southern side of the large wooded area. Early on, artillery pounded various buildings, but to little effect, as we were either not there (we’d not manned the outskirts) or were in strong buildings. In Mission Command, we cater for light, medium and strong buildings, with 3 height levels, in addition to full blown fortifications. The main structures in Pleskau were strong stone structures (industrial, primarily), so they might lose a top storey, but troops in basements would be relatively hard to get rid of, especially as our troops were all elite paratroops. I had half-expected a couple of hours of massive bombardment from the Soviets prior to their sending in the attacks, but their guns were restricted to brief preliminaries, and some smoke, while their troops advanced to contact.


The attack across the bridge at 010020 was rather effectively blunted by Mike’s very smart idea to blow the bridge immediately after their first couple of elements crossed it. The Germans had specific engineer assets for this task, nicely pre-positioned with covering fire from 5th company and StuGs to hit the cut off troops. For much of the rest of the game this attacking brigade was getting up engineers to repair the bridge, while pushing on with infantry – this wasn’t the main river, so we settled that the terrain across the now defunct bridge counted as ‘difficult’ for infantry. A heavy weight of artillery fire came down on the built-up areas close to the bridge over the next hour or so, with the result that we did lose most of our 2 models worth of StuGs eventually – in reality, these were likely to have been immobilised or damaged by falling masonry and such like, rather than destroyed outright, but in wargame terms they counted as KOed. Since we had 5th company’s bunker behind this position, but not embroiled, the Germans felt reasonably content with this sector.


In the centre, the Soviet motorised brigade smacked into our booby-trapped area and lost very significant casualties; I think they had orders to keep going regardless. When they sorted themselves out and flowed round the danger area, our forward troops were able to keep them back by forcing them to take morale checks that they were very likely to fail because of prior losses.


Support for this prong of the Soviets came from their heavy tank battalion (KVs), which was a big problem for the paratroops, as we didn’t have much that could stop them till they got close to the bridges. Eventually the Soviets here did get a reasonable foothold in the town, but they weren’t able to move forward on the bridges past the 6th company bunker. To be fair, the motorised brigade was made up of green troops, so this attack was always going to more of a pinning affair than a penetration. It certainly made sure that part of 6th company was pinned. Later in the day, I suspect that the heavy tank brigade would have approached the northern main river bridge. We had a couple of surprises up our sleeves, including some more StuGs concealed at the bridge. Although the ambushing recoilless guns were going to be a surprise, I suspect they were not going to be effective in stopping the KVs, so we would have been very reliant on the StuGs.


The southern prong attack towards and round the tractor factory was more successful for the Soviets. A couple of Soviet air strikes on the factory turned out well for the Germans – the FlaK shot down several aircraft (2 models) and the bombs themselves were mostly ineffective. That’s one of the few times we’ve had successful FlaK defence. Lesson: don’t always use 8.8cm FlaK for anti-tank – they’re pretty good FlaK guns! That aside, the German forces in the factory were woefully inadequate to defend such a large area. We repelled the initial couple of attacks, but supporting fire from tanks, bren carriers and lots of infantry caused casualties on the defenders, and in the end we had almost nothing left, the remaining paratroops surrendering to the final assault. A mortar team held out in the middle of the factory for a while, but I figure that it too would have surrendered on the approach of the attacking battalions.

As the Soviet tanks came round the factory to head for the bridge, our StuG position held them up. Owing to the range, the Soviets couldn’t discover exactly where the firing was coming from, so they had to lose a small number of vehicles to find out which built-up area concealed the StuGs. Their recce troops were very useful here, and of course their tank numbers told.

Shortly after this a tank battalion and supporting truck-borne infantry dashed for, and across, the bridge! We had insufficient blocks on the edge of the table (I plead shortage of time!) to outright prevent this. However, covering fire from the concealed PaK40 knocked out almost all the Soviet tanks, and their motorised infantry also lost their lead vehicles. By the end of the session the Soviet infantry were only precariously holding a couple of buildings on the western bank. Mind you, achieving this forward position was quite an accomplishment (though technically not a Soviet objective!), so credit to those guys. Almost the whole of our 7th company was defending this area, so my suspicion is that the Soviets would have been pushed back.

The final German success of the day was to knock out some Soviet mortars using the 8.8cm guns in counter-battery role. So, even though the Soviets did manage to reach the river, it was, I feel, a well-contested affair by both sides.

Some conclusions

We’ve kept a note of the outcome of this engagement, so that we can continue with a post-Pleskau Soviet breakthrough later in the year. I think the Germans did quite a bit better this time around than in our 2012 version of the game, though we had a different setup and much better developed rules in 2017, so perhaps not entirely comparable. The Germans didn’t suffer huge casualties this time, but there was an inevitable attrition owing to Soviet artillery fire. This felt about right (to me at least). The Soviets suffered rather more casualties, as expected, in all areas, but then again, they had the material advantage, and were in a position to spend it for ground gained.

I would have preferred longer to plan and more players to help. For defensive positions, I think we’ll need to supply some parts of the plan in advance, so that the defenders aren’t overly taxed, particularly as we usually have fewer players on the defensive team than the attacking one.

Players should be encouraged not to hurry. I think the Soviets could have carried out a more concentrated fire plan for a longer period, and could have attacked more slowly, more methodically and with less risk – but still this would have been quite fast, but not break-neck speed. Re-organisation of attacking troops takes time, and you can, in fact, realistically take that time.  Positioning of specialist assets, such as engineers, needs a lot of thought, especially if there might be bridges to repair or mines / booby-traps to remove.

I got the impression that the Soviet Tank Corps was a different kettle of fish to our more usual Normandy forces. However, I’d like to invite comments from our Soviet players on that. Certainly the motorised brigade looked very different, with lots of elements but a need to keep them close together, so vulnerable.

For the future, A2 printouts of the actual table layouts would be far superior to our sketch maps, and would have speeded up our interpretation of where everything was, but this requires access to a printer on the day. Not impossible, but would need organising. It’s important to keep track of where hidden elements are located, so a closer approximation to the real layout would be advised.

Bearing in mind the relatively small number of players that we had, I think it went well, and there were no particular difficulties with the game mechanics.

Airfix Tanks

A little bit of prep for Airfix Battles happened over the hols.  Only a little, but the objective is to get a whole set of figures and minis in Airfix for use in Airfix Battles.


Politics By Other Means – a Serious Game for Education?

I’m off to the Glasgow School of Art in mid-week for a Workshop on History & Games. The Workshop has the stated main goal “to give a state-of-the-art picture of Serious Games in Education, in particular in the learning domain of history, and to identify further opportunities of using digital or analogue games as a teaching tool in this domain, but also more widely.”

Although Politics By Other Means wasn’t specifically designed as a Serious Game in Education (and neither was Mission Command, the WW2 miniatures rules mentioned elsewhere in this blog), I wonder if it could be. Previously I said about the game, that it “would attempt to show the tendency to extremes that Clausewitz mentions, and that [it] might also introduce variants to show the limitations of more realistic warfare, such as 18th century so-called “limited” war, Napoleonic wars, even WW1 and WW2″. The current design does a lot of that, I think, though I’m having a bit of trouble with the WW2 variant.

There are two key issues for me with creating a Serious Game in Education. One is the extent, if any, of the compromises within the design that might need to be made to fulfil its educational purposes, and the other is how to wrap any information supporting the educational purposes around it. I am not a teacher.

The first issue is a vital one to me as a game designer. My original design for the Basic Game of Politics By Other Means had a potentially very abstract aim for the players. You won by having the most VPs at the end of the game, but “The game ends when both players agree to end the game.” My purpose in this original version was to get players to engage with the relationship between the end of a war and “winning” a war, particularly by looking at a typical end-state of the game. For example I have occasionally had games with this version, where a peace agreement was suggested on the basis that, although one side had more VPs, the other side had possession of the neutral country, and therefore both sides could claim some form of ‘win’. Or a draw might be offered and accepted, if both sides were under significant doubt about victory. Importantly, in the vast majority of games the end-state was very obvious devastation of each country (usually down to 0 VP-generating capacity) and very powerful armies (usually the ‘winner’ would have army strength increased from the starting 1 up to 5 or 6).

This notion of a messy end condition might work well in a philosophy or war studies class, so might be appropriate for an educational version, but isn’t so great when in a conventional gaming context, where two players are simply playing a “filler” wargame. Therefore, the current version of the Basic Game has more classical, readily understood end game and victory conditions: “The game ends at the end of any turn that both players agree to end the game, or when one player has gained 21 VPs. The winner is the player with most VPs.” The players’ aim in this version is to get the most VPs of the pool of 40 VPs available, so it avoids the messiness about the meaning of winning. The design gains by having a clear cut aim and outcome, which I consider quite important for a “filler” wargame, but loses the potential for discussion about what the aim and outcome might represent, when applied to the real world.

The second issue about the educational wrapping is critical, if I decide to make more progress with the game as a Serious Game in Education. This also applies to an extent with Mission Command. What do I need to put in the “educational wrapper”, and how do I wrap it?

I confess I haven’t got any ready answers yet. I’m open to suggestions and hoping to learn a lot at Thursday’s workshop!

Politics By Other Means – Variants

Continuing on from my previous two posts about my microgame project, based on Clausewitz’ On War.

I omitted to put in a piccy of the Basic Game setup for the edification of potential readers, so here it is.
The Basic Game is abstract. It’s all about getting the drop on your opponent, so you can either take their Home Country or ensure you can get more than half the available VPs – although there is the philosophical side to the game too. Once you’ve played the Basic Game, the idea is that you experiment with variants, either by tweaking the rules yourself, or by cracking on with a pre-set variant, as follows.

18th Century so-called Limited War

Here we provide 2 neutral provinces with VPs varying between 1 and 3, representing possible targets for positional warfare. You can’t reduce your Home Country’s VPs dice to less than 2 (king’s tended not to want to devastate their own countries). You can’t score VPs for your home country, if you have no armies there when an enemy army is also there. The intention here is to force players to defend their core logistical area. As it’s limited war, the game ends when the first player reaches 13 points, compared with effectively 25 in the Basic Game. It’s possible in this variant to play a delaying and obstructing game, focusing on scoring points, rather than committing to battles.

Napoleonic Wars

Representing the French conscription and war footing, Blue starts with 2 armies in France, strength of 2 and home country of only 2, as it has already suffered from previous invasions. The Allies (Orange) don’t have their ATK+1 card, representing their lack of tactical flair, but can buy it for later with VPs. However, they have 2 armies in the neutral country, presumably Belgium and / or German states – but these are weaker than the French. Occupation of the capital ends the game, and the French have the early advantage, which may slip away.

World War 1 in the West

Getting to grips with trench warfare and potential stalemate is the objective here. In this variant, you can’t move past an enemy fortified army, so it’s possible to have a war of manoeuvre only until both realise the importance of fortification. The defender can discard a movement card to add 1 to their combat strength – representing reserves moving up to block threatened breakthroughs. In battle only one army is destroyed per engagement. While this looks like less casualties, in fact the dynamic means that armies have to be quickly re-cycled back into the meat grinder. If you score and pull your action cards back to hand without having attacked, you lose a VP – there’s an expectation on both sides that you have to attack the enemy to win. Finally there are game end conditions for a negotiated peace (by agreement), a peace as a result of revolutionary collapse (no VPs), and a peace from military defeat and exhaustion (all VPs claimed, most wins).

World War 2 in the West

This final variant for now hasn’t yet been played, and I’m not yet certain how many of the changes should be in it. Various changes reflect blitzkrieg, the forward defensive of the Allies into Belgium, German initiative, and the gradual increasing strength of the Allies. Using VPs as resources for increasing army strength represents industrial and manpower strength.

Conclusions so far

It’s been a lot of fun so far. I’ve learned that a surprising amount can be accomplished by very small tweaks. I think this shows the framework is robust (at least according to me, and play testing seems to bear it out). I’m hoping that this will be a fun game to play, as well as providing some insights for those that have a more academic perspective.

Mission Command: The Joy of Research

I’ve been reading shed-loads of books and articles about Normandy ’44 over the past few months, as I stumble forward (and occasionally back) with the design and development of Mission Command: Normandy beta version. Sometimes a little snippet of “new” information comes to light that seems to have been overlooked by many a professional historian (or, indeed, gamer). My latest read is Ben Kite’s 2014 book “Stout Hearts, The British and Canadians in Normandy 1944”, now available in weighty paperback from Helion & Co.

For best credibility of scenarios in historical games like Mission Command: Normandy, it’s important to do careful research, lest you get held to account by, shall we say, “gamers who have great attention to detail”. I’ve been researching and playing a set of scenario variants for the 6th Airborne Division’s actions north of Caen for some while. One thing that’s struck me is the amount of firepower available to our paras. Apart from the naval gunfire support from a cruiser and a destroyer for each parachute brigade, they had 9x 6 pounder and 2x 17 pounder AT guns.

It’s often assumed that the AT guns, particularly the 17 pounders carried by Hamilcar gliders, were not available when the main para drop arrived early in the morning, because the principal glider landing was famously at 21:00 in the evening of D-Day. Hence the particular danger of the potential counter-attack by 21st Panzer Division during D-Day.

Ben Kite mentions this in his book: “Sergeant ‘Jock’ Simpson was a second pilot on a Hamilcar which landed on Phase three [the 21:00 landing] of operation TONGA with a 17-pounder anti-tank gun..”. However, a reading of Ben Kite’s quote from Sergeant Simpson shows that he landed with the Phase one gliders in the early morning: “A short time after midnight we rolled down the runway and took off…”. As the crossing by towed glider was only a tad more than 2 hours, it’s clear that Sergeant Simpson was not going to land at 21:00, but round about 03:30.  Moreover, it’s recorded in 5 Para Brigade’s diary that 4 Airlanding AT battery, including attached 17 pounders, arrived safely (as ordered) about 03:30, confirming  its operational orders.  So, assuming it might take a couple of hours to deploy the guns, from around 05:30 in the morning of 6 June, 5 Para Brigade had 11 AT guns, including 17 pounders capable of dealing with Panthers and Tigers, more or less ready for action.  Our Mission Command scenario variants take this into account.

This information is nowadays happily available online, but this type of potential error does show the importance of double-checking the evidence.

Airfix Battles: A sneak peak at Operation Cobra

Airfix Battles, The Introductory Wargame, has now hit the shops.  If you’ve not yet seen it, have a look here: https://www.modiphius.net/collections/airfix-battles.

The basic game has 10 scenarios, many of which are geared to teaching you how to play the game.  We thought it would be a great idea to present a whole campaign of scenarios to test out our more advanced players – enter Operation Cobra, the US offensive at the end of the Normandy Campaign that resulted in the (almost) encirclement of the German’s 7th Army and 5th Panzer Army.

The Operation Cobra Airfix Battles campaign is made up of 10 linked scenarios.  At the end of each scenario the winner earns Cobra Campaign Points (CCPs).  Most points wins at the end of the campaign.  However, you’re unlikely to play all 10 scenarios, because the outcome of a scenario presents some choices about which one to play next.  Some of the scenarios are not necessarily balanced, but rather they might favour one side or the other – or your style of play may suit you to one type of scenario, but not another.  So, if you think the next scenario is maybe a bit too demanding for your side, you may be able to opt to skip it, and move to a more palatable option.  In this way the path through the campaign can be different each time.

We’ve also introduced a few new bits and pieces for building your forces, setting up the scenarios and ending them.  Typically the Germans during Operation Cobra were scrabbling to keep up with the movement and materiel of the US advance.  To reflect the German losses, in most scenarios German squads will start with less than their full complement, but they’ll still cost the normal stars to buy.  Your Grenadiers may have only 7 or 8 men, instead of the normal 10.  Sometimes the German tanks are not fully repaired, so may have to start the game with 1 pip less on their Hit Dice, while at the end “The Last Throw of the Dice”, German tanks cost an extra star each to purchase.  In compensation, and because they’re on the defensive, the Germans frequently get to place terrain where they want it to be, so their relatively smaller force sometimes has the advantage of the ground.

As Operation Cobra was an offensive of rapid manoeuvre, both sides will face having to split their troops.  In Scenario 3, “Armoured Breakthrough”, the US side has a main and a flanking force and tries to take an on-road objective worth a large number of points.  In this scenario the Germans don’t have any tanks, so their problem is how to shift infantry around to block a flank attack, while also parrying a frontal force.  In Scenario 5, “Encircled!”, the Germans attempt to break out or rescue a trapped force by running the gauntlet of the attacking Americans.

We’ve included a lot of variation in the scenario designs.  The number of troops ranges from 10 Stars to 25, and many scenarios use both maps, so you’ll have a lot of ground to fight over.  We’ve also provided some very different end game and victory conditions.  For example, in Scenario 2, “Opening Attacks”, the Americans can choose to end the battle at the end of any round, thereby allowing them to limit their loss, take a quick victory, or go for broke by staying in the fight.  On the other hand, Scenario 4, “Panzer Counter-attack” is a do or die that only ends when one side has been destroyed, routed or withdrawn.

Scenario 10: Allied Briefing – “That’s it, boys, the Krauts are beaten. I doubt they have a single tank left in the whole of France! It should all be plain sailing from here on.”  Or the Axis Briefing – “General, you may demand all you want, but I cannot make tanks appear out of thin air! The whole division is destroyed! What’s that? An order from Berlin? Then I suppose we have no choice…”  Your chance to fight the enemy in Operation Cobra!

Politics By Other Means – having a CoW

Continuing on from my previous post about my microgame project, based on Clausewitz’ On War.

I’m now into the play testing phase of the game. I’ve probably played it between 20 and 30 times with opponents varying from highly experienced professional wargamers at the Conference of Wargamers to novice gamers at Heffers’ game evenings in Cambridge. As far as I can tell (and sometimes less experienced play testers are not necessarily frank!), everyone who’s played it has enjoyed it. The thinky players have thought hard, and the romantically brash ones have dived in where angels fear to tread. I’ve also received a fabulous number of suggestions for refinement, additions, improvements and, occasionally, re-design. This is usually the case with game designing, until the very end stage, when I hope it’s ‘pretty perfect’. I’m trying to resist the siren calls of extra action cards, more countries, and more complexity.

I’ve not yet blind tested it, nor have I done much simple watching of others playing it. I’ve been concerned to get a firm foundation before launching it free of my own intervention. That’s the next step.

The current version of the game has a Basic Game with 4 additional scenarios: 18th century limited war, Napoleonic Wars, WW1 in the West and WW2 in the West, but more of that later. The Basic Game has solidified around 8 Action cards: Move 1 army, Move 2 armies, Build Army, Build Fort (fortify army), Attack, Attack +1 (with discard), (increase) Army Strength, Score+Retrieve action cards. There’s a Home Country card for each (Orange and Blue) player and a Neutral country card. 2 other cards are quite important – a Play Aid that shows the order of the actions, and an Initiative card (orange one side, blue the other).

The order of the actions is vital, and it’s common for new players to need to learn by experience, rather than to just read it. The order is: Move, Build, Attack, (increase) Strength, Score/Retrieve. There are a few important implications here. Attack comes after Move, so your opponent might move away before your attack, and, because armies don’t block, enemies *could* move away from your own armies in the Neutral Country straight into your Home Country. Build is before Attack, so a defending army can dig in and gain +1 just before you attack. However, increasing Army Strength – you reduce by 1 the VPs of a country card you control, in order to increase the strength of all your armies by 1 permanently – comes *after* Attack. This represents the idea that it requires significant sacrifice to ‘level up’ your armies with better equipment, training, etc. So using that card won’t help you this turn. One advantage both players have is that discards are all open – I didn’t want this to be a memory game. Even though there are only 8 action cards each, I figured it’s no hardship to just leave them all open, so both players will know what their opponent can potentially do each turn.

Initiative turns out to be pretty important too. The basic rule is: if both players Move, or both players Attack, then the player with the Initiative does it first, and the initiative then switches to the other player. So, if we both attack and only have one country card occupied by opposing armies, then only one attack will actually happen, and the other will fizzle. If I have the initiative, then I might be able to guarantee to win an offensive battle, but I must still get the timing right (tactics) using Move and Attack actions.

I played about half-a-dozen games at the Conference of Wargamers (http://www.wargamedevelopments.org/) early in July 2016. I hadn’t advertised it as a session before the conference, because PBOM is a shortish game and didn’t seem to warrant a whole session. Besides, I was doing two others (Mission Command and Airfix Battles, since you ask). Arriving Friday eve, I stuck a sign-up sheet up on the notice board for later in the evening, after our usual ‘warm-up’ plenary game. What I *should* have done was just plonked myself at a table in the main entrance area, but what I *did* do was to pick an empty room and add that venue to the sheet. I was then obliged to play in The Board Room – not, as you might expect, a central location, but a heavily concealed one, only entered through another room and via a narrow ill-lit staircase cunningly marked “No Entry”. I made the very last bit up. Not unsurpringly, only Nick and I made it, although I had, I think, 4 sign-ups. I played a few more games later in the conference using the less organised method.

So with just the select 2 of us, Nick and I played the Basic Game. The initial explanation only takes a few minutes, then you’re in the action. I’ve found that there are different styles that new players have. Nick proved to be “moderately cautious”. His opening gambit was to fortify his starting army, build another and only then advance into the Neutral Country, while I scored some VPs. Having a mind on defence is, I would think, a sensible approach. It did mean I was able to nip into the Neutral Country before he could capitalise on it, and increase my army strength using the Neutral VPs. We had a good, lengthy and thinky session. Owing to relative inexperience, Nick made a couple of small errors that allowed me to capitalise on Army Strength for an eventual win by virtue of gaining more than 50% of the available VPs. However, it was a fine tussle, and I think we illustrated the tensions inherent in the design – you need to keep a watch on the relative strengths of both sides in the field, while plotting how to maximise your future potential strength, while also ensuring that you don’t concede too much of the VP pool, while also looking at what actions you and your opponent can do each turn.

The game can be varied by very small rule changes. The original form had unlimited VPs, an end game “whenever both players agree to finish” and victory to the player with most VPs at that point. The purpose of this was to show the Clausewitzian tendency of war to go to extremes. Generally what happens is that countries are devastated in order to maximise army strengths, and it’s rare to end the game with more than 1 VP potential remaining. With no limit to VPs, the accumulation of VPs during the main part of the game becomes irrelevant – as long as I can generate some VPs at the end and my opponent can’t, then I win. So the focus here is simply on getting the drop on your opponent by devastating as much of the country cards as possible, to increase your Army Strength more than your opponent can. This can get quite philosophical. One player might propose to stop (presumably when they’re ahead in VPs), when it looks likely that the opponent is on the ropes. This might result in a perception of a ‘marginal’ victory, though the game doesn’t recognise such a result. On the other hand, one player might just refuse to give up, even when the situation looks completely hopeless – I view this as a bit like the Paris Commune period of the Franco-Prussian War, or perhaps a never-say-die guerrilla struggle. This approach lends itself to the use of the game as a teaching tool perhaps, and I suspect I’ll include it somehow. However, the Basic Game is more accessible with a fixed number of VPs, which introduces the extra concern of watching the VP pool.

Next post on this: variants