Archive for the 'Airfix Battles' Category

Airfix Battles: Juno Regina

I’ve been dreaming up some scenarios for Open Battles, our working title for the extension to Airfix Battles. These are mainly D-Day ones (or shortly thereafter), based on a mixed old and new set of Unit cards and rules.

Rather than getting carried away with the expensive acquisition of actual terrain models, I decided to playtest using map boards derived from artwork from the original game, plus some fairly lame extra pieces of terrain that I’ve created in Photoshop. This all makes it easier to focus on design and playtesting rather than the looks of the thing, so bear with me.

My current Juno Beach board represents a piece of Nan Green beach, assaulted by the Regina Rifle Regiment supported by 1st Hussars. For simplicity’s sake, I’ve not attempted to replicate the full intricacies of either the defences or the attacker’s plan – this would complicate the scenario immeasurably and might threaten to turn it into more of a simulation that we would expect or enjoy.

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A Piece of Nan: Draft Juno Beach board

This board has a fairly narrow beach; the beach landing squares are water+sand, the beach proper is 1 square deep. Then, there is the sea wall, displayed here as a normal wall Edge Cover, but tracked vehicles cannot traverse Sea Walls. Note that the slipway “road” is blocked by a concrete block, also Sea Wall Edge Cover. On the grassy “promenade” are a couple of pillboxes, providing inter-locking fire to the front. Behind them is a line of single storey beach huts, then a beach-side road – I think this would now be Avenue de la Combattante, but presumably a different name in 1944!

Courseulles is fairly flat, but there is a slight rise as you move into the town, as you’d expect coming up from the sea front. The buildings are also more substantial. Therefore, I’ve allowed that this would enable firing from the village itself towards and into the beach area over the beach front properties. Though not something you’d normally call a “hill”, I’ve represented this slope as a Gentle Hill in Open Battles terminology. This will be common in our Normandy representations where a few metres of height would be of great importance. More houses continue beyond this rise.

In terms of defences, I’ve provided the Germans with a couple of pillboxes on the beach front and a bunker on the rise into town. The Germans will also be able to stick down some barbed wire. For a more flexible game, you could allow the Germans to place all their Static Defences wherever they liked – mine is a starting suggestion.

In this scenario, I wanted both players to get some experience of the new equipment in Open Battles. For the Germans, this is primarily the Static Defences, and they have very few actual troops: a couple of PaK 40 guns, an MG section and some Osttruppen. Therefore the German player’s actions will be mainly limited to selecting targets, rather than any game of maneouvre. However, the bunker has height advantage on the beach area, so troops in there get +1 range, which may be significant.

I’ve also given the Canadians (using the British Unit cards) fixed Units for this scenario. Sometimes, you just have to work with what you’ve got. In this case, they’re fairly officer-heavy with a Captain for their tanks and a Captain for their infantry. New men and equipment include a Preparatory Artillery Barrage – unlikely to destroy the fortifications, but you may pin the occupants – Engineers, a Sherman DD tank (hull down when in water!), a Churchill AVRE (with Petard Mortar firing AT8) and a Churchill Bridge Layer.

 

Open Battles Solo Mode: GI Joe versus the Romans

This post is about testing the solo rules in Open Battles with aircraft, using the 2-player version of the scenario I designed for the first anniversary of the Airfix Battles Appreciation Facebook group: GI Joe versus the Romans. Open Battles is our working title for the new game under development by Nick Fallon and I (for Modiphius) as a follow-up to Airfix Battles.

The historical background in brief is that on 15 July 1944 the hard-fought, intense battle for St Lo had not yet been won by the Americans of General Bradley’s 1st Army. XIXth Corps had attempted to outflank Hill 122 to the north-east of St Lo for several days, but stubborn German defence had blunted his lead divisions. Therefore, he called upon the recently-arrived 35th Division to carry out a more direct attack. Approaches to Hill 122 were covered by the villages of Emilie and Les Romains. The scenario represents part of the attack of the Nebraskan National Guard 134th Regiment on the hard-core survivors of the German 352nd Division, the same division that had opposed the Americans at Omaha Beach on D-Day.

I opted for the US in this game, as I’d already played (and lost) as the Germans. For the 2-player and solo versions we use only about half of the battlefield, so that we can limit each Force to 19 Stars apiece.

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Initial German set-up

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German troops. The Captain’s Air Defence Controller attachment is, as you can see, a very new card. He allows the player to buy a Field Fortification in any scenario without needing a Unit tab.

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US set-up. The half-track contains my Engineers led by a trusty Lieutenant. I also have off-table Spitfire and Thunderbolt. Also, my Captain has a Forward Air Controller who can call in air strikes anywhere in line of sight.

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My US troops. I have a preparatory air bombardment – this represents a few Marauders helping out before we go in.

Preparatory bombing: I chose to bomb the known field fortifications, hoping to pin the 88. But not particularly effective, caused a couple of German losses and pinned the PaK40.

My first card is Rolling Thunder, so I launched an immediate air raid on the PaK40 to clear the way down the left flank. Rolling Thunder permits 2 vehicles to Move then Fire, so it’s perfect for a couple of planes. I can target the PaK in the Field Fortifications only because I have the FAC attached to the Captain in LoS of the enemy square; normally aircraft cannot spot things in cover. The A-OK 88 starts the scenario ready to fire, so it opened up on the Spitfire. Brilliant flying from the pilot meant he avoided all 3 potential hits from the gun, completed his strafing run and caused a casualty on the PaK. The Thunderbolt following up decided to strafe and finished off the crew (terrible cover save rolling from the Germans, because they do get +1 on their cover saves in the trenches there).
However, on the very next turn the 88 fired again at the Spitfire (using its normal Order), scored 3 hits again, and this time the pilot’s luck ran out and he was shot down.

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Honours even?

End of Round 1: With the PaK knocked out, both US Infantry Squads have moved up ready to assault down the left flank. German fire has been intense and both have lost men and are pinned.

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End of Round 1: First US attack. Note the barbed wire – these “model” pieces are actually extraordinarily sharp! Handle with care because they’re very realistic!

Calamity in Round 2: My assault got under way, and eventually we pinned the dug-in Grenadiers #5 in front of us by using all our firepower including the half-track; the enemy was also down to 3 men. Then disaster! My engineers were hit by an artillery strike and forced to retreat; my plan had been to get them to clear the barbed wire so Squad 11 could get through. Then the 3 German Grenadiers rallied and charged my pinned squad 8, forcing them back as well. It’s not looking good.

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First attack beaten off. It was so hairy there that my Captain had to engage directly and beat off the Grenadiers himself.

Situation stabilised a bit. US troops regrouped. Another Thunderbolt strike failed, and the plane was damaged . But we eliminated the German Grenadier Unit #5 as well as the PaK, and caused casualties on their other Grenadier Unit (#4). However, that German Unit in the multi-storey building is tough – extra dug-in, plus it has height advantage, so better range than us and can fire over the hedges without them blocking LoS. We suffered a lot from flanking fire.

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Getting ready for another assault.

Round 5: Thunderbolt’s last attack . Coupled with the loss of another squad that retreated off the board in the face of MG fire, it was nearly over for the good guys. I was hit hard by the Engineers’ failure to rally for 3 Rounds – they were supposed to be the mainstay of my attack!

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Got to dig deep now! Squad 11 is about to retreat off-table.

Sudden change of fortune in Round 6: Our attacking Engineers, having eventually been persuaded to get back over the hedge, were immediately pinned in the open again, this time by the enemy’s command team consisting of their Captain and an Air Defence Controller (with just a pistol)! Fortunately, this was a very temporary setback. An Artillery Strike on the pinned German Grenadiers holding us up in the centre of the battlefield caused them to rout, so the flank fire was neutralised. At the same time our engineers rallied straight away (!) and shot down the German commander and his side-kick. This meant we just needed half-a-Star to demoralise them, and this was achievable by taking the empty Field Fortification. So, it looks like the US may have pulled victory from the jaws of defeat!

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German command team is killed.

Final position: Technically, the game ends when the halftrack enters the field fortification square. I’ve adjusted the duration of the game by changing the victory conditions to – Game ends when all Forces of one side are demoralised; so, in a 2-player game, demoralisation of one side automatically means the other side wins. However, you can always play for the final denouement of taking the Pillbox. In this example, the Engineers have AT(6) + 1 for the Mechanised Assault + 1 for the flank attack. They manage to just about knock it out in this example. It’s quite possible that this will take more than one go, so it’s best to be prepared .

This was a very close game. I’d taken 8 Stars of losses, the Germans 9.5 by the end. For a proper assessment of balance, we’d need to play it a few more times.

The Solo Rules seem to be working fine. Important points to remember when reading the Enemy Behaviour table: aircraft are Vehicles! If the enemy is in a good position, don’t override that by interpreting the Enemy Behaviour table in your favour – for example, an enemy Unit in Cover won’t Move as a result of a Default Order if moving doesn’t improve its position or enable it to Fire.

One important point is to add a Default Order clause as the 1st clause of the current version: If the enemy has an unprepared AA gun, carry out an Air Defence Order to prepare it. For aircraft, I’m introducing a method within the AI for enemy planes – but not yet shared with my co-designer Nick Fallon, so I’m keeping it up my sleeve for now.

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Final denouement: a very close finish, the US just squeaked it.

Air Today, Done Tomorrow

Update on the Open Battles draft

Open Battles rules drafting continues apace. I’ve written up the resolutions to the air rules – now a bit simpler, I hope, so more fitting for the Airfix Battles oeuvre. I’m also quite pleased with my little icon for air Units: BlackPlane, though it will probably need to be re-drawn better, so it’s iconic at smaller size. Nothing says WW2 aircraft like a Spit!

Airfix Battles, The Introductory Wargame, didn’t have aircraft. We’re adding them in to Open Battles, but keeping it simple, because it will remain a basically on-the-ground game. I’ve shown 2 or 3 draft Unit cards on the Official Airfix Battles Facebook group, so folks can get a preview of how we see the aircraft operating in the game.

SpitfireIX ME109G

The basic anatomy of the aircraft rules is that each Unit is 1 plane, and they start off-table at their airfields. You use a Vehicle Move Action to bring a plane on, which changes its status from “Ready for Take-off” to “Engaged”. You can place the plane model anywhere convenient on the tabletop, because they don’t obey the same movement rules as ground troops. To carry out an attack, play a Vehicle Fire Action – then put your aircraft next to the target (no extra Move Action required) and shoot, using air to ground or air to air as appropriate. Most of the late war aircraft have AT and MG as well as AA weapon types. Rockets and bombs are commensurately better AT, as you’d expect.

Once you’ve carried out a ground attack, you turn the Unit card to show RETURN TO BASE, and it automatically goes away in Clean-up (no further Order needed). Turn the Unit card again to show REFUELLING, so your planes effectively skip the next Round and then can come back.

These cards are not yet final. We’re currently thinking that the “basic” late war fighter, like the Spitfire IX, should be 2 Stars, rather than 1, so that early war planes can be just a single Star, and obviously less effective. Perhaps MG(8) is a bit too much as well, so this might get dialled down a tad. The Me109 Ace would then be 3 Stars.

You’ll need Commanders with Air Unit tabs, so we’re developing these as both Officer Pilots and ground-based air controllers with Forward Air Controllers too.

We’ve also covered anti-aircraft fire. After wrestling a little with the balance of guns like the 88, we decided that AA guns can fire usually fire in 2 ways. First, they can shoot like normal Gun Units, using an Order with a Fire Action. For an 88 on the tabletop, that means you can target any aircraft over the battlefield, owing to its range – smaller AA guns are more limited, but we cannot miss out the 88! Second, you can use an ability called “Defensive Interrupt Fire”. This allows you to shoot at an attacking aircraft before resolving the aircraft’s attack. However, we didn’t want this to be a way for the 88 to shoot down everything that moves as a kind of permanent Interrupt Fire, so you have to prepare the Defensive Interrupt Fire by carrying out a Basic Order that places any Command card from your hand under the AA Unit card – a bit like a glorified Stay Frosty. Then your AA Gun is ready to shoot at aircraft carrying out a Fire Action, but you’ll only get 1 shot of this prepped fire before you have to prep it again. If you can inflict 2 hits on the aircraft, it has to take a Morale Check, and a fail result makes it return to base even though it might not be destroyed. This gives us, subject to more playtesting, a balanced set of Units, I think.

Reflecting the use of MGs against aircraft, we’ve given a blanket AA(1) versus aircraft attacking your square or an adjacent one to all Units with MG weapon types. Again, these Units will have to prep the Defensive Interrupt Fire, so that’s something to look out for if you’re playing against an opponent with aircraft. There will undoubtedly be some 50 cals around in future! Some vehicles might explicitly NOT get this, for example if they’ve only got a Hull MG; that will be on the new Unit cards.

Aircraft don’t follow exactly the same rules as ground troops for Morale results. The Morale Checks are the same, but if they fail, they can’t be Pinned or Retreat or Rout, they simply change to RETURN TO BASE and if they’ve not yet done their mission, they lose it.

Aircraft are likely to be very useful in your Force. However, you’ll need some skill to make them highly effective. For example, you can only see troops in the Open from the air, so you may well need spotters on the ground to help via Attachments and other Units with the Forward Air Controller ability. The enemy might have their own Fighters to keep yours away, so dog-fights can happen in the skies above the battlefield.

Any comments from AB players are very much welcomed!

USA soldiers painted

First batch of US soldiers painted. These are 15mm Plastic Soldier Company figures to be used in our Mission Command: Normandy game. I expect to have at least a battalion of regular US infantry done by our November 2018 game.

Speaking of which, we’ve not yet designed the scenario, but I’m keen to do something in Operation Cobra – envelopment and escape.

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Random design lessons from the front: troop representation

It’s comparatively easy to put together a vaguely credible way of representing troops at low level for a WW2 wargame. For example, with Airfix Battles we did a 1:1 representation, so each infantry figure or tank model represents 1 infantry man or real tank. As John Salt has pointed out in an earlier comment on this blog, it is not “at all easy to find out how combat really works at the lowest tactical levels”. However, for Airfix Battles, we were aiming at “credible”, not a simulation, and our approach has been well received; there are some heartening comments on Bob Cordery’s blog here: https://wargamingmiscellanybackup.wordpress.com/category/airfix-battles/, and the Airfix Battles Appreciation Group on Facebook gives us a certain seal of approval.

Modelling stuff at a higher level – by which I mean tactical representation, not making and painting figures – has needed more work, especially if I’m trying to capture a bit of the command, control and communications aspects, while ending up with a playable wargame. Taking company level as an example, a primary difficulty is the extent of articulation in a WW2 infantry company. A company might be highly concentrated in one place or spread thin in defence; it might be focused on where to place its mortars and MGs to support a neighbouring unit, or it might be focusing on all-round defence with its rifle components. Some companies might provide components as attachments to other troops, and some might be acting on their own entirely. The platoon and section/squad structure enables these sublties to be implemented. Providing a single answer to this conundrum is problematic.

Some wargame rules get around this by allowing on-the-fly creation of groups. So, you have a “centre” for a specific command function, typically representing an officer, and all or a proportion of troops within a specified command range can be used. I’m not keen on this type of solution, because it gives the player much more flexibility than the commander on the spot would have had. It also concentrates the leadership function on one area, when leadership and the command of sub-components were dispersed via officers and NCOs. Perhaps it’s more playable, but that type of solution loses some of the essence of command and control for me.

Alternatively, you could implement a representation of the internal structure of the company – platoons, and so on. This has the merit of structural accuracy at the expense of greater complexity.

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German infantry company deployed to attack

Our solution in Mission Command was to represent “the group” as the lowest sized unit that would be given orders, with a group in the Normandy incarnation of the game being a company or squadron – less flexible Soviets might have battalion groups. Even though our groups have multiple elements – with an element being the smallest separately movable item – the elements don’t model the internal company structure. Rather we’re modelling the combat capabilities of the whole company, and we try to reflect differences in the capabilities of groups from different armies in different periods of the war.

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British infantry company deployed in defence

There are some implications for players, as you might imagine. It’s quite OK for a player handling a lot of groups to manage each company as a unit without paying unnecessary attention to the details of each element. This is particularly true with broad brush deployments. On the other hand, if you’re playing a small German kampfgruppe, where the positioning of heavy weapons is vital for defence, then you can and should focus on the individual elements and how they fit with the wider group – especially as you almost certainly haven’t got many of them. And you need enough players in your team to handle the size of your force efficiently.

Most importantly, the Mission Command framework allows us designers to focus our attention on the composition of groups within the scenario we’re designing. It’s quite rare that a force will have all its groups straight out of a standard table of organisation and equipment. Variation by scenario is vital to model that portion of reality we’ve put under the microscope. For example, a German panzergrenadier company may “normally” have 3 coherent elements (full sized elements with small arms, LMGs and panzerfausts), with a supporting HMG element and a 8cm mortar element, plus its transports, but it’s easy to vary this overall capability to a more realistic field strength. A 17SS group in Normandy would have integrated elements (just small arms and LMGs), because they weren’t issued with panzerfausts. For most scenarios a German panzergrenadier group might have only 2 coherent elements, or even only 1 with a separate command element and LMG support element, representing the normal coalescing of the infantry around their most effective weapons.

We have a lot of evidence from our games that this approach discourages micromanagement. Players (well, good players anyway) tend to focus on how the group relates to other groups at battalion level and above. There is also very much less tendency to intermingle companies, because that leads to realistic confusion, and elements that become separated from their group suffer bad morale effects. In addition, I’ve found it’s very easy to represent the particular effects of Normandy bocage terrain – simply, each element in bocage but not in a prepared position is immediately considered separated, with all the communications and morale effects that entails; this models well the sense of isolation and lack of support reported by all troops in the bocage, regardless of their company organisation.

Achtung! Spitfeuer! Air combat in Open Battles

Open Battles update: Nick and I had a good session over the hols. We’ve focused on the basics at the moment. This is all about how to retain the essence of Airfix Battles within the context of a new Open Battles system without squares. We’re keeping the Unit cards, Command cards and the fundamentals of the combat system, so that the new game will be recognisably similar to AB – components will be compatible. But you’ll be able to use whatever WW2 miniatures and terrain you happen to have, or wish to acquire for the new game.

We are retaining the numerical movement points and ranges. These then convert into an appropriate distance on the tabletop depending on the scale of your minis. Typically, this would be 1 movement point or 1 range equals 4″ for 1/72 scale or 15mm scale figures. There’s a bunch of “how to…” things that we’ve drafted, which I’ll go into in a later post.

Open Battles will include Air Movement and Air Combat, and we’re looking for your comments on our current work. I’ve stuck a file called OpenBattlesAirCombat.pdf here, plus some aircraft unit cards here. Any comments would be very welcome!

Unfinished Wargames – A New Hope

New Year’s Resolution: I will attempt to post here every day about some aspect of my wargame designing and / or experience. Posts may be short but hopefully of interest!

As a short stocktake, the wargames I’m currently working on are:

  • Mission Command – my big WW2 simulation miniatures game. C0-design with Pete Connew.
  • Open Battles – follow-up of Airfix Battles. Co-design with Nick Fallon.
  • The March of Progress – micro-game inspired by Clausewitz’ On War.

I have an article about wargame design that I’m working on at the moment. Over the next few days, I’ll post a bit about that to give me a few head start posts.

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.

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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!

Airfix Battles @ Frome

Saturday 2 January saw a group of Abbeywood Irregular wargamers enjoying the open fire, the mulled wine and the mince pies at our first start-of-the-month session at the Bennett Centre in Frome, Somerset. Many thanks to Pete for laying on the vittals. Not a Big Game session, but a collection of Small Games was the tune, owing to the season.

Saga was played, as was some DBM / DBMM / DBA as a precursor to a campaign to be joined later this year. But for me it was an opportunity to play test Airfix Battles with some more unsuspecting gamers, even though it involved a 3.5 hour trek each way!

We managed 3 AB games during the day, focusing more on the intro scenarios, though I did push the boat out on a complex one with Pete and Colin at the end. Honours were more or less even amongst the opponents, which at least suggested we had balanced scenarios – a good sign. More importantly the game was well received and enjoyed. There was plenty of cheering and anguished cries as a result of the vagaries of dice rolls! But also some nicely executed coups of tactical finesse too. One of the best was an On The Double race by a sole surviving German officer onto the unoccupied objective in the final turn, only for an artillery strike to lay him low at the last moment.

Our final scenario involved 3 Shermans and a couple of US squads attempting to resist some German panzergrenadiers and Panzer IVs. The Panzergrenadiers special ability enables them to Move immediately after disembarking from their transport, typically to dive into cover. Sure enough, they grabbed one end of the village before the Yanks could say ‘coca-cola and French fries’. However, this did lay the panzergrenadiers open to concentrated fire, and though they bravely resisted for a while, in the end they were pushed out. Meanwhile a US squad carried out a Rapid Advance to the flank of one of the Panzer IVs – surely a dangerous move, as they’re armed with a couple of bazookas, as well as rifles. But no, despite maintaining a constant fire for 4 turns, and hitting several times, no penetrating hits were scored – questions will be asked in Congress about the quality of US ammo! Some days things never go right, and the US forces were beaten by the narrowest of margins, in a battle that was bloody for both sides’ infantry, but strangely not for the tanks, only one Sherman KOed.

As a result of the test we’ve tightened up the wording on 3 or 4 Command cards, and we’re looking at a final tweak or two on the Assault rules. Assaulting permits a rapid elimination of Units with poor morale, but woe betides you if you try it against a prepared enemy. Vehicles can overrun infantry by using Assault, but you’ve the risk of KO by their AT weapons.

We’re now finalising the precise details of how to engage soft skinned vehicle targets. In earlier versions we gave them Hit Dice like armoured vehicles but with no need for penetration rolls. Our discussions currently centre on what weapons should be able to engage them, and how to make this consistent and simple, bearing in mind that these have to relate to Towed Guns, which are also soft skinned targets.

Our Frome session was very successful, and everyone had a fun time with the new game. Can’t wait to get the final “real” set now!

Airfix Battles – oldie models, new games

Though Mission Command has been taking up a lot of my 2015, what with launch of the alpha version, another little project was offered to me by that kind Mr Birch at Modiphius Entertainment. Airfix Battles!

Airfix! Certainly a name to conjure with for those of us of a certain age. Like most wargamers of my vintage, I was brought up on those 1/72 and 1/76 scale figures and models. I’m not ashamed to say that I still have a few trays of Airfix Napoleonic Line Infantry that I can use alongside the more conventional lead stuff acquired over the years. It was only at my last house move that I decided to ditch a swathe of 40+ year old Airfix plastic – huge numbers of ACW and Napoleonic soldiers consigned to a skip :(. But enough of reminiscences.

Nick Fallon and Chris Birch asked me to give them a hand with ‘One War’ as Airfix Battles was initially labelled. My credentials were mostly as a WW2 buff – I’d introduced them to Mission Command earlier, so I wasn’t an entirely unknown quantity – so I was brought in to help out with historical details in the first instance. I found the project very interesting and a great contrast with Mission Command. The latter has focused very much on detailed simulation, whereas Airfix Battles is all about playability. Yes, theme has to be accurate and the ‘feel’ of the game is vital. However, the Airfix Battles Introductory Set has to do what it says on the tin – introduce newbies to the wargaming hobby, specifically WW2 land battles, while also appeal to the, ahem, older fan. Players have to be up and having fun within minutes.

After a few weeks of tinkering and developing, I was honoured to be asked to co-design the system with Nick and Chris. How could I refuse?

To be entirely fair the Airfix Battles system had been at least sketched out by the time I got involved. It’s a D6 system based on squared maps with only 1 Unit – primarily infantry and vehicles – allowed per square. Movement and shooting are configured on the basis of squares, where a more complex board wargame might use hexes, and a tabletop game would use tape measures. It uses Unit cards to describe the troops themselves. In the first set these cover stuff you’d see in a late war Normandy game – Shermans, Panzer IVs, basic infantry squads, MG sections, snipers and the like.

Players take actions with their troops by playing Command Cards from a limited hand. Actions are what you would expect – primarily about moving and firing – but we have interesting and fun combinations with additions to movement points and variations to firing, so that the unexpected can easily crop up and challenge the unprepared. IMHO the system does a good job of representing ‘fire and movement’. Keeping the enemies’ heads down really pays, especially if you’re aiming to assault a dug in squad!

Airfix Battles has preconfigured small scenarios to teach the rules gradually. More experienced players can dive into larger fare and design their own forces, as each Unit has a points value dependent on its weapons, abilities, and importantly its ‘War Dice value’, a number that must be rolled to succeed when the Unit fires or rallies. You can play with a single player on each side, or with 2 or more players per side taking team decisions. There’s also a solo play mechanism.

The Intro Set will come with counters for those who don’t already have Airfix models. But it’s really time to break out the old Airfix collection, base up those WW2 infantry, re-paint those Panzer IVs, and declare ‘Panzer Marsch!’