lincolnlog | 10 Nov 2015 7:06 a.m. PST |
My favorite Cold War game of all times was Combat Commander with the update Battlefield Command, by Enola Games. Unfortunately, Enola Games went defunct in the mid 80's. The game was also too complicated and as some would say "crunchy". Also, recently, I have abandoned 6mm micro armor, and am investing heavily in 3mm Pico armor. I needed a set of rules with Cold War granularity, that doesn't bog down in minutiae. I decided therefore to go with a 2" hex grid system. Units are mounted on 2" laser cut hex bases and attached by magnets. Casualties are pulled from the bases to show attrition. Stands are WP 1/1 platoons or sections for NATO. There are rules for what constitutes a section. Units activate and move by platoon. Overwatch is used to interupt the moving players activation. Over watching units are committed to being unable to move for the turn. If the over watching unit performs fire, the over watching unit has activated for the turn. A hex equals approximately 166-167 meters, 3 hexes equal 500 meters. This allows for 6km length on a 4'x6' hex grid. Turn length represents 1 minute of actual time. Combat uses hex aspect to determine what armor facing was hit. I created a 2" color coded template to lay down when armor facing is questionable (Red front, orange side, green rear). Vehicles are represented in thickest armor for each facing, including top armor (so each vehicle has 4 armor values). Here is the turn sequence: 1. Initiative Phase 2. Over Watch Declaration Phase a. Declare Over Watch b. Indirect Fire Orders 3. Air Strike Phase 4. Indirect Fire Phase 5. Activation Phase a. Unit Activation (may include movement, ATGM Launch, Direct Artillery Fire, Organic on board mortar Fire, Tank Fire, Small arms Fire. b. ATGM Resolution c. Close Assault/Over run 7. End of Turn Phase Anti armor rounds are represented by APDS, APFSDS, APFSDU, HESH, & HEAT. This is to give the game date flexibility. early 60s to mid 70s no discarding SABOT for many nationalities. No dipleted uranium until late 70s. HESH doesn't penetrate (doesn't work that way). HEAT penetration is modified based on type of armor (standard, composite, chobham, spaced or reactive) and some armor types may be combined such as standard and reactive or composite and reactive. The game plays quickly in play test, and everyone enjoyed it and indicated it felt like a CW game should. It works as a reasonable combined arms model. The game is a work in progress, it's about 55% where I want to to actually end up. For instance at this time I only have US and Soviet forces painted and game stats. I want to add UK and FRG forces. And eventually Polish, DRG, and Chech. Need to get the game mechanics tweaked first. Each game I've played I found small things that need adjustment. The last game went well and there was only on small detail that needed fixing. This rule set will not be sold commercially. But this is what I run at game days and for convention games. |
Extra Crispy | 10 Nov 2015 7:24 a.m. PST |
I would be very interested in a copy if you're willing to share? mark@scalecreep.com |
cfielitz | 10 Nov 2015 8:02 a.m. PST |
Sounds like an interesting set of rules. |
Mute Bystander | 10 Nov 2015 8:06 a.m. PST |
I am interested in 3mm Combined Arms combat (own some) so would be interested in any AARs and after you get the bugs worked out would be interested in obtaining a copy if you are sharing. |
lincolnlog | 10 Nov 2015 8:34 a.m. PST |
I would be happy to share, but going to need some additional work. Trying to clarify rules and fix grammatical errors, and add additional tech. I can supply new army lists later. Combat Commander used a quick draw system for direct fire. That system was awfully cumbersome. So, instead of quick draw, I use an alternating activation system, with ability to interupt your opponents activation through over watch. |
11th ACR | 10 Nov 2015 1:55 p.m. PST |
I would be very interested in a copy if you're willing to share? badbobalbino@aol.com |
Desert Fox | 11 Nov 2015 8:11 p.m. PST |
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lincolnlog | 12 Nov 2015 7:01 a.m. PST |
Happy to gents. Did quite a bit of scrub work on the rules last night. Will do more today. Probably looking at 3 weeks to provide a draft. |
Desert Fox | 12 Nov 2015 10:38 a.m. PST |
Sounds great! Looking forward to it! |
lincolnlog | 02 Dec 2015 9:08 a.m. PST |
There will be as play test Friday beginning at 11am in St. Louis MO at Game Nite. If anyone is interested and in the area stop by and push some tanks. |
Danny Weitz | 03 Dec 2015 8:26 a.m. PST |
I am also interested in getting a copy to try out dweitz27@verizon.net |
lincolnlog | 03 Dec 2015 8:35 a.m. PST |
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lincolnlog | 07 Dec 2015 9:06 a.m. PST |
Play test on Friday went well. Didn't have to change anything, the mechanics seem solid. I did find some data missing on my charts. This photo is the game board looking east. The minis lined up on the far end is the attacking Soviet force. link Here as some examples of unit stands: Soviet T72B MRR Tank Platoon: link Soviet BMP-1 Platoon: link Soviet BMP-1 BMP-1 Platoon with Company HQ: link U.S. M1 Platoon: link U.S. M2 Bradley Platoon: link |
lincolnlog | 07 Dec 2015 9:23 a.m. PST |
Soviets moving onto the East end of the board. link The tank company tried to move into the central valley, and got mauled. The took cover in the woods on the hill. link The Soviets laid smoke to cover: link The MRR Battalion moved Southwest through the smaller valley to the north. link The U.S. Killed 9 T72's, and got a mobility kill on another, and killed a BRDM 2 recon vehicle. The U.S. lost 2 Bradleys. The Soviets intended to get on line in the woodline on the northern ridge and barrage fire Saggers. The U.S. Decided to withdraw. It was a good game, interesting end, and allowed me to identify missing data on some of my charts. |
lincolnlog | 07 Dec 2015 9:39 a.m. PST |
Team A 2/30th Infantry (M), 3rd Infantry Division was attempting to hold a static defensive line against the lead battalion of the 29th Guards Motorized Rifle Regiment of the 20th Guards MRD, 1st Guards Tank Army. Team A consisted of 4 M1 Abrams MBT, 9 M2 IFV, 2 M901 ITV, 2 M163 Vulcan AA, 1 M113, 3 M125 81mm Mortars. Team A had 1 battery of M109 155mm SPA in Direct support. Any U.S. stand could call for indirect fire support. The MRR Battalion had 13 T72B MBT, 31 BMP-1 IFV, 3 BRDM-2 with Spandrel ATGM, 3 BRDM-2 Recon, 3 PT-76 Recon, 2 ZSU23-4. The Soviet force had 2 batteries of 122mm and 1 batterie of 152mm in drirect support. Only the Soviet Battalion Command and the 2 Recon stands could call for indirect fire support. The Soviets got a free blind Artillery prep, and 3 unspotted movements of their 2 recon stands. |
lincolnlog | 18 Dec 2015 9:56 a.m. PST |
There will be a 3mm game at Game Nite in St. Louis on Sunday, starting at 11am, come on by if you can make it. I'm 90% done with the rules edit. Should be able to distribute by the end of the month. |
lincolnlog | 30 Dec 2015 7:27 a.m. PST |
The last play test, which was the first with multi-players on each side, shows the weakness of the alternating activations. Had to perform some heavy modifications. |