All,
Alright, so if you read my previous posts you witnessed a lot of whining about not being able to get my mojo back/not being able to find my wargaming sweet spot. Well, good news, I've not been idle; I'm working back to reinforced platoon-level fights in 15mm on a 4' x 4' table. I really wanted to focus on small unit leadership, where the Platoon Leader, Platoon Sergeant, and Squad/Section leaders were the major drivers of what happened on the battlefield, with plenty of reaction to action, simple movement, firing, and morale, and then one more thing: I realized that part of what aggravates me about my platoon-level gaming (regardless of scale) is moving 40 individually-based troops around the table, and how much room they take up (relative to what they would take up in real life). So here's my solution: I'm using element-based troops, where a squad/section is represented on the table by three 3-man bases (typically two rifle bases and one LMG base) and one singly-based figure (the squad/section leader).
I'm sure it might seem a bit crazy, but from my standpoint, it's working out great; you can think of it as a squad/section having three 'steps' before elimination, as well as providing some tactical flexibility (fire and maneuver within the squad/section). The dumbest part of all of it was that I had to re-base some troops in order to play like this (plenty of troops multi-based with four or five guys per base, and plenty of singly-based troops, but none with three figures per base, and it might sound crazy, but so much of wargaming for me is based on the right 'look,' so it leads me to doing a lot of dumb stuff trying to figure it out. Even worse, I like so this is going so I've been re-basing a BUNCH of different platoons...), but I really like how it's working out, and the re-based troops will still work for higher echelon games (one stand = one squad/section for company-level games, one stand = one platoon for battalion-level games, etc...).
Regarding rules, well, I couldn't think of any that do what I'm trying to do, so I worked up my own. Activation is simple; each stand is able to move and fire once per turn (when activated, if there are enough activations and its morale state allows it) AND react (move or fire) once during the enemy's turn (if its morale state allows it). The game is built around the leaders: Platoon Leader, Platoon Sergeant, and three Squad/Section Leaders. Each of them is rated from Poor to Outstanding (which gives a -2 to +2 range of activation points) and rolls a D6 +/- their leadership value to determine how many activation points they get that turn, then mete them out to their subordinates in order to get them to shoot, move, or rally. Weapons teams and vehicles get to do one thing (shoot, move, or rally) per turn on their own, but can also be given orders by superiors (typically the Platoon Leader or Platoon Sergeant, though they can be directly attached to a Squad/Section Leader at the player's discretion). Shooting, movement, and morale are all borrowed from Ivan Sorenson's "5Core" rules, which are so simple and smooth I can't understand why everyone doesn't use them. I'm also using Joe Legan's Platoon Forward for the framework of what happens (friendly leader characteristics and development, mission and objective generation, terrain generation, enemy unit generation and location, pre-, in-, and post-game events) on the table. I've played two games with these rules and had a great name, suppose I'll have to come up with a name for them ;)
So here's the situation: we're in southern France following Operation Dragoon, pushing north with the US Army' 3rd Infantry Division. The platoon has been in action for three weeks before being pulled out of the line for a well-needed break to rest and get in replacements. Their previous Platoon Leader was severely wounded and evacuated to the United States, so they've got a new Lieutenant. Their previous Platoon Sergeant was killed in action, so they've got a new one coming in, a real hard-ass; supposedly his last platoon was wiped out in an ambush and he was the only one that got out alive. They also have two new squad leaders; 2nd Squad promoted a malcontent to lead them, while 3rd Squad got a 'Shake and Bake' guy, a 90-day wonder straight out of NCO school. Here they are:
Billet Name Personality Motivation Combat Temper Leadership
Plt Ldr 2nd Lt Hanley Cultured Government Even Decent
Plt Sgt Sgt Saunders Haughty Position Bold Outstanding
1st Sqd Ldr Sgt Caje Glum Revenge Reckless Decent
2nd Sqd Ldr Sgt Kirby Cocky Hedonism Cautious Poor
3rd Sqd Ldr Sgt Littlejohn Pleasant Religion Even Decent
So it's time for them to get back into the line, but the Company Commander is trying to take it a little easy on them so he tosses them a (relatively) easy first mission: Battalion S-2 says they've found what they believe to be an undefended avenue of approach and they want Lt Hanley to check it out. The platoon is to conduct a combat patrol up a valley to determine if the enemy is present; if they are weak, drive them off and secure the valley. If they are strong, give them a bloody nose and fall back, but do not become decisively engaged against a superior force.
Lt Hanley's platoon will take along a Forward Observer (FO) for the battalion's 81mm mortars, but no other support on this mission.
Overview, north is up. You can see ridgelines running up both sides of the valley, the western (left) end terminating at a bombed out village. The valley floor is pretty sparse, with some light woods, cultivated fields, and an apple orchard up near the road. Lt Hanley's platoon will enter at the bottom center and is responsible to patrol every area of the table (Platoon Forward divides it up into nine equal areas, and the patrol has to physically enter and check each one). The Lieutenant's plan is as follows:
1) 1st Squad will assume overwatch position on the southwest crest as 2nd and 3rd Squads advance north up the west side;
2) 3rd Squad will assume overwatch position on the west crest, accompanied by the FO and bazooka team. 2nd Squad will move to nearby field northeast of west crest to assume overwatch position as 1st Squad moves into village and searches it;
3) 1st Squad will assume overwatch position at east end of village and 3rd Squad/FO/bazooka team will maintain overwatch postion on west crest at 2nd Squad moves directly east to search east crest;
4) 1st and 3rd Squads maintain overwatch as 2nd Squad searches northeast crest; once completed, 2nd Squad will move south to search southeast crest;
5) Upon completion of 2nd Squad's search of southeast crest, 1st Squad will fall back to 3rd Squad, and then both squads will withdraw to initial entry positions where they will be joined by 2nd Squad.
In accordance with the mission brief (from Platoon Forward), I roll it up and the enemy patrol blinds will enter on Turn 4, so the first four turns will just be me carrying out the Platoon Leader's plan unmolested, and then the enemy blinds show up and we'll see what happens from there. I roll up the 'pre-game event' and the platoon has high morale, looking forward to getting back into the war with new leadership, war will be over by Christmas.
The US force: Platoon Leader (figure with pistol at far right), Platoon Sergeant (figure with Tommy Gun and pointing, at far right), the organic bazooka team (above the Lieutenant), three rifle squads (left, each with Squad Leader, BAR team, and two rifle teams), and attached FO (top right).
A look from the side. Again, you probably think I'm insane for re-basing, but I look at this and love it, a much-reduced footprint.
Starting positions: Cpl Caje's 1st Squad is on the southwest crest (center) with Sgt Saunders, the bazooka team, and the FO team, with Cpl Litlejohn's3rd Squad below them, Cpl Kirby's 2nd Squad at far left, and Lt Hanley between them.
Another look, showing the platoon's position relative to the rest of the table. They're going to work north from here, nice and easy and with plenty of overwatch, then work east across the center of the table, then north again and back south.
And they're off! 1st Squad (on hill at far right) scans for the enemy as 2nd and 3rd Squads push forward.
Cpl Littlejohn's 3rd Squad begins climbing the west crest (center left)...
As Cpl Kirby's 2nd Squad cuts across the saddle between the two hills and Cpl Caje's 1st Squad begins moving up (bottom left) with Sgt Saunders, the bazooka team, and the FO.
Lt Hanley, on the west crest as Cpl Littlejohn's squad moves up to assume overwatch, wonders why he didn't bring the FO with him, or why his Platoon Sergeant didn't mention it.
It's the end of Turn 4 and I roll up to see where the two enemy patrol blinds comes on; as look would have it they're at the opposite end of the table from the platoon. One blind is at far right, just below the road, while the other is at far left, just below the hill, while the platoon is at/around the hill at top center).
3rd Squad is in overwatch on the west crest as 2nd, accompanied by the Lieutenant, is peels off to the right and 1st Squad moves up the left.
The Lieutenant halts Cpl Kirby's 2nd Squad below the field (center) to give Cpl Caje's 1st Squad time to get into position (bottom left).
Sgt Saunders, the FO, bazooka team, and Cpl Littlejohn's 3rd Squad (on west crest at bottom center) scan for the enemy as Lt Hanley and Cpl Kirby's 2nd Squad move up into overwatch in the field (center) as Cpl Caje's 1st Squad moves up to the road (far left).
Cpl Caje's 1st Squad reaches their last covered position (far left, on road between hedges) before entering the village.
Cpl Caje takes a long draw on his cigarette, hoping it's not his last: "alright 1st Squad, let's do this."
1st Squad breaks cover in skirmish line, quickly covering the open ground, nerves straining in anticipation of that first shot, but make it safely into the rubble.
Lt Hanley (bottom center, with Cpl Kirby to his left) looks on as 1st Squad moves into the village (top left). "That was pretty reckless of Cpl Caje, should have sent one rifle team in first to scout it out."
1st Squad continues to push north, searching the village.
Sgt Saunders: "Cpl Littlejohn, you know what to do, so do you FO. You, come on, let's get out of here." And with that, Sgt Saunders grabs the bazooka team and begins moving over (center, from bottom left) to join the Lieutenant (far right).
This was driven by a random event, or what Platoon Forward calls "In-Game Events." I rolled up a Leadership Check and it was "Chance to Strike a Blow." It didn't fit perfectly since the platoon isn't even in contact yet, but I rationalize it into the Platoon Sergeant getting bored, seeing it's quiet in the village and figuring if there's going to be contact that it will be in the east, so getting his butt on over there.
Cpl Caje pushes his squad east, still searching the village.
Sgt Saunders and the bazooka team reach the field where the Platoon Leader and 2nd Squad are.
Lt Hanley: "What the hell are you doing here, Sergeant?"
"Whaddaya mean, Lootenat, I figured it's quiet back there, you're gonna need me up here."
"So you left Cpl Littlejohn, our most inexperienced squad leader, all alone, on his first mission???"
"He's got the FO to keep him company."
"I expected more of you, Sergeant."
"To be fair, Lootenant, you didn't really say anything about what you expected me to do on this mission."
Cpl Caje's lead rifle team (bottom left) squints their eyes, thinks they see something to the northeast (top center), but just some birds (one of the enemy blinds is there, but I roll to spot and it's nothing).
So I place the rest of the blinds around the other one, ending up with quite a few: Type A blinds at far left, top left, center top, center left, and far right, and Type B blinds at center right and left. That's a lot of potential bad guys...
In accordance with the Lieutenant's plan, Cpl Caje gets 1st Squad into overwatch positions on the east end of the village.
As Lt Hanley and Cpl Kirby's 2nd Squad begin moving east to carry out the patrol pattern.
I roll up the German blinds and it's actually pretty light, a rifle squad (right) and a sustained fire MG-42 team (bottom left). But...
The German MG team is in a perfect enfilading position on Cpl Kirby's 2nd Squad. The German MG team cuts loose, raking the GIs...
The lead rifle team is knocked out (far right), Cpl Kirby is pinned (yellow bead), and the BAR team is 'Men Down' (white bead)!
The German rifle squad's MG team gets in on the act, laying into 2nd Squad as well, pinning Lt Hanley while putting Cpl Kirby and the other rifle team 'Men Down.'
Cpl Littlejohn's 3rd Squad (on west crest, bottom center) opens fire on the German rifle squad (on highest peak, top center, with the German MG team slightly right of them), suppressing the rifle squad's LMG team.
The FO gets on the radio to call in the battalion 81mm mortars but can't raise anyone...
Sgt Saunders and the bazooka team move up (bottom center, from top left)...
But the German rifle squad's two rifle teams (bottom right) spot them (top left) and open fire.
But the enemy rifle fire is ineffective and Sgt Saunders wades into the maelstrom and begins rallying troops of the beleaguered 2nd Squad.
Having rallied as many men as he could (bottom left) Sgt Saunders dashes up (just visible at base of hill, right top), looking to flank the German MG team (top center left)!
The German MG team slaps a fresh belt in and unloads on Lt Hanley and 2nd Squad again.
Cpl Kirby is once again pinned (yellow bead at center), as is the bazooka team (bottom left), while the BAR team is knocked out (center) and the remaining rifle team is suppressed (red bead at left)!
Cpl Littlejohn's 3rd Squad (on west crest at bottom center) adjust fire, this time targeting the German machine gun team (top center)...
Knocking it out!!!
I roll it up on the "All Knowking Odds Table"...
And the German squad leader has decided he's done his part for the Fatherland today, collects his men, and decides to get out of Dodge. Apparently he also had orders to not become decisively engaged by a superior force.
Sgt Saunders surveys the enemy position.
As silence falls over the valley. Cpl Kirby is first to pop his head up: "Holy @#$%, Sir, we're still alive." Lt Hanley pulls his nose out of the mud, looks around, and slowly sits up. "Yes, Corporal, I believe we are." It was at that point that the moans of the wounded hit him. "Come on, Corporal Kirby, we've got work to do. Send a runner to tell Cpl Littlejohn to pull security, and tell Cpl Caje we need his men up here to help with the wounded."

"I'm sure glad you were up here and not back there with Littlejohn," said Lt Hanley, hands shaking too badly to light his cigarette. "Here ya go, Lootenant," replied Sgt Saunders, lighting the Platoon Leader's cigarette. "How do ya feel?"
"I'm not sure yet, Sergeant."
"Yeah, it'll take a little time for yer nerves ta settle. But that was a helluva tough way to get broke in, and ya did fine, ya had a good plan, and it wasn't yer fault, these Krauts are good at what they do. You'll be fine."
"I hope you're right, Sergeant."
So, there it is, my first game, and I had a great time. I fret that it didn't seem like much to you guys, a whole bunch of not much happening and then a quick, fierce firefight over in a minute, but it was a lot of fun to me. I can't say the rules got a full-on run out because it was over so quick, but they worked for what happened, and I was really into it, playing up the characters and having a great time, so much that I stripped it down, set it back up, and immediately played another one!
Post game events: 1) 2nd Squad received one rifle team back in replacements, and 2) an NPC wants to tag along on the next mission.
Coming soon, working on the batrep as we speak!
V/R,
Jack
Great stuff, it sounds like you are getting there with what you want to achieve, and I though the table looked fabulous with the columns and lines of elements moving through the terrain.
ReplyDeleteFunnily enough, you have ended up replicating my standard 15mm basing, I always do my units as platoons of three sections each of three elements with two or three figures on them and seperate leader figures, even if the individual bases end up standing in for sections, platoons or even companies. I know some people like the Flames of War basing, but I guess I spent too long playing WRG 1925 1950 when I was a kid.....
Ive not come across Platoon Forward before, sounds like I need to check it out.
Martin,
Delete“ Great stuff, it sounds like you are getting there with what you want to achieve, and I thought the table looked fabulous with the columns and lines of elements moving through the terrain.”
Thanks a bunch, I appreciate it! And yes, I’m very happy with the look and feel of the troops, terrain, and rules, and how they interacted, feel like I’ve cracked the code ;)
“Funnily enough, you have ended up replicating my standard 15mm basing, I always do my units as platoons of three sections each of three elements with two or three figures on them and seperate leader figures, even if the individual bases end up standing in for sections, platoons or even companies.”
Indeed! What first got me thinking about the re-basing was seeing your 15mm stuff, wanting to use my 15mm for your hexed OHW rules, and realizing I need smaller bases to fit in the hexes. And I’m also looking at them in a very scalable fashion, where three bases is a squad today, a platoon tomorrow, and a company the next day ;)
“I know some people like the Flames of War basing, but I guess I spent too long playing WRG 1925 1950 when I was a kid.....”
I’ve never played WRG (though I gave it a look in my search for platoon-level rules, due to you and Whirlwind John’s batreps), and I’ve got no special attachment to Flames of War, I just went with it because it seemed pretty universal, plus I’d bought a lot of Battlefront minis and they came with those bases, but it always bothered me how much space they took up.
“Ive not come across Platoon Forward before, sounds like I need to check it out.”
I certainly recommend it. Joe’s a great guy, part of the reason I got into solo gaming (along with Shaun and another guy who’s unfortunately given up gaming), with a blog dedicated to it:
https://platoonforward.blogspot.com/?m=1
Platoon Forward can be got from Too Fat Lardies as a pdf.
V/R,
Jack