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"Best Ruleset for WWII Attack & Counterattack?" Topic


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Action Log

07 Jun 2010 5:08 p.m. PST
by Editor in Chief Bill

  • Changed title from "Best Ruleset for WWII Attack/Counterattack?" to "Best Ruleset for WWII Attack & Counterattack?"

24 Feb 2011 6:14 p.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board

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Personal logo Editor in Chief Bill The Editor of TMP Fezian07 Jun 2010 3:51 p.m. PST

In WWII, standard German procedure when on the defensive was to follow an enemy attack with a counterattack to retake the lost ground while the enemy was still disorganized.

Which ruleset best allows you to play a complete attack and counterattack cycle in a single gaming session?

Martian Root Canal07 Jun 2010 4:14 p.m. PST

I like Battlefront: WWII from Fire and Fury. Attacking forces tend to get disorganized through suppression and disruption, unless attacking with numbers and combined arms. A well-timed counterattack by the defenders can seal the game.

Grumpy Monkey07 Jun 2010 5:03 p.m. PST

I will second MRC's suggestion, it's a fine rule set

nazrat07 Jun 2010 5:04 p.m. PST

My favorite right now is a new set by Mark Fastoso which I am helping play test-- it's called Fireball Forward. A unique use of Initiative Chits gives a real attack/counterattack feel to the rules.

gregoryk07 Jun 2010 8:33 p.m. PST

We have had good success with using Mein Panzer for attack/counterattack situations. The interactive movement sequence helps greatly to accord both sides opportunity to attack. At a higher than one tank equals one vehicle level, Battlegroup PanzerGrenadier works very well, with its command-based activation. For higher levels than that, where one stand equals a platoon, Kampfgruppe Commander delivers quite nicely. I would play any of these games any time. However, two of my three regular gaming groups play MP, so I am a little limited regarding the other two.

John Leahy Sponsoring Member of TMP07 Jun 2010 10:23 p.m. PST

Field of Battle WWII. It can be a multiple day game which allows this to develop.

Thanks,

John

Bunkermeister Supporting Member of TMP07 Jun 2010 10:23 p.m. PST

I use my own set of rules, which are not published. They work well for this as long as each side has small forces or there are a number of players. The scale of figures to real troops and vehicles is 1 to 1 and so games can be long.

Most rules can be adjusted to speed up play. Back in the day, I made wall charts for the playcharts, we could read them from across the room. It sped up play a lot. We cut out some of the modifiers to speed up play as well. Cutting even a second or two off of each stage of firing or movement makes a big difference with several hundred troops on each side.

Mike "Bunkermeister" Creek
bunkermeister.blogspot.com

NoLongerAMember08 Jun 2010 1:36 a.m. PST

It wasn't just a WW2 tactic but a WW1 one as well.

Predicatable these Germans.

nickinsomerset08 Jun 2010 2:46 a.m. PST

I think much depends not so much on the rules but the scenareo. I plan a game that requires the Allies to take and consolidate on a position. To be kind I will usually build in an Intelligence picture with sigthings/reports of German armour/forces to the rear.

The emphisis is then on the Allied player to plan his operation to allow a 2nd echelon to support his attack, perhaps to carry out a passage of lines to establish a defensive position forwards whilst the initial force consolidates. Of course the German player will be aiming to disupt this process with his counter attack.

With an umpire led game variables can be added such as some of the German armour being destroyed by air prior to arrival, the German Arty observer having an RTA so losing the pre prepared fire plan, the list is endless but can be added to depending on the progress/attitude of the players.

Thus the Allies are made aware/reminded of the German tactic of a quick counter attack, so they should plan accordingly. I have played type of scenareo with both Panzermarsch and Rapid Fire,

Tally Ho!

Caesar08 Jun 2010 6:00 a.m. PST

Rules of Engagement's morale rules are set up so that units that are under pressure will fall back, recover and then be ready to advance. This can make games go back and forth.

Martin Rapier08 Jun 2010 1:03 p.m. PST

Essentially it depends on whether the rules model:

i) the disorganised state of units following an assault
ii) the difficulties of planning and timing counterattacks

if they do, then fine, the game will model some aspects of real operations. If they don't, well…

The 1956 British Army Tactical Wargame does a good job of modelling this. The whole thing is based around planning and task timings coupled with a decent model of unit states at various times during the execution of operations.

My new WW1 rules, 'Drumfire', also attempt to model this, but in a more design for effect way.

DanLewisTN11 Jun 2010 6:19 p.m. PST

Martin, did you write teh 1956 book?

thomalley17 Jun 2010 3:47 p.m. PST

Hey, I just found those rules 1956 British rules on Lulu for $12.56.

link

thomalley17 Jun 2010 4:07 p.m. PST

Also, on topic, I've been reading "Not Quite Mechanized" they have have some processes that might work. You better have a reserve unit to hold a position. Once you push the enemy out you have to reorganize and resupply the assaulting battalion. You are very vulnerable unit you do.
Its at the level of one stand = co.

link

jms

Goose66613 Jul 2010 6:17 a.m. PST

As said previously.. Rules of Engagement.

Attack, withdrawl, compose, counter etc are all essential to really make progress and to win.

It works in any real scale from 15mm to 54mm, our club plays in 28mm and 20mm.

oct25141521 Jul 2010 7:07 p.m. PST

I have to agree with Nazrat. I played Fireball forward a bunch of times at Historicon and I'm hooked. Great flow, and dead easy to pick up the rules.

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