As a historical gaming community we often speak of historical accuracy or realistic mechanics in our games. Some folks pride themselves on the standard of authenticity that is apparent in real tactics rewarded etc.
I've been running a WWII PBeM with two TMPers and its been a lot of fun (for me at least). The game is basically a Platoon plus support skirmish game of the excellent TFL's Chain of Command WWII (using a campaign of their own.)
I was really interested how the system would work with this unusual dynamic and I have to say its actually been amazingly enjoyable to watch played out.
For those not familiar with the game:
It has an activation process that is based on certain die values allow certain unit types or leaders to activate ie a roll of a 1 allows a weapons team to activate while a single roll of 3 would enable a NCO to activate his squad or section etc. Each force is allowed a certain amount of these activation dice each phase and so the player must decide which units to allocate these dice.
Now I love these rules. They have given me some of the best "feelings" of something historically authentic taking place.
An Example of "real" tactics being rewarded would be
just before Christmas late last year when I had a pal over. He had played various wargames in the past and was looking forward to trying out this game that I had praised so highly.
Since the guy's busy life doesn't allow him to play a lot of games and he was determined to be the American Airborne attacker I decided (unknown to him)to give him some extra advantages over what the scenario recommended (higher morale/troop quality, extra support etc) I wanted him to do well and to give me a challenging game
So as he advanced his troops he began to get a little frustrated that his deployed troops didn't have a lot of targets. (in fact he had none)
US advancing through the town with no enemy in sight
My tactic of course was to delay deployment and not commit my force too early as he had a big advantage in firepower (he had 2 Sherman's and 2 bazooka's available while I had a single Stug and a couple of single shot Panzerfausts.
He also would need to pass through a relatively coverless plaza where I thought I would have a larger amount of firepower to bring down of him with wide fire lanes rather than entering into a firefight in some narrow protective alley
Narrow Streets providing cover
So as the US Sherman slowly moved forward scanning for non-existent targets I received an amazing roll of 3x3's and 2x6's that meant I would have two phases in a row while in my first deploying my Stug and immediately fire on the Sherman while simultaneously deploying 2 of my infantry squads bringing fire on the enemy and being guaranteed the next phase
So I launched into this surprise attack
By the end of my 2 phases the leading Sherman lay in the middle of the street as a burning wreck and a US squad was routed. My proud smug look probably guaranteeing never to see my friend again :)
Now this very rewarding moment was the result of sound military tactics or a nice mix of pure luck and gamesy know-how!
This feeling has been highlighted with my recent Play By Email Games.
First I need to give you an idea of how we're playing it: So the players are giving very general list of orders and plus provisional orders and the priority of those orders.
It's my role to fit those orders with the actual dice rolled.
The players have no idea where their enemies JOP's are (they will once this AAR is posted) nor where the enemy is unless they are in clear line of sight or if they have opened fire and even then they don't know what size or quality the enemy is.
How those actual military orders and provisional orders are interpreted, implemented and executed by the rules are at times pretty cool. But the important aspect is that the players are giving orders as commanders making tactical plans; not dictated to by the roll of a die.
Again I'd use an example from the PBeM game:
British squad taking cover behind a burnt out halftrack are under fire from a MG42 in a farmhouse window above.
Due to a combination of some bad rolls and some covering fire from the British Bren the MG42 cannot be activate.
The British rifle team are ordered to move across the road.
They make it across. Now unknown to the British player the German player receives 3 phases in a row. He's able to unpin his troops move them to the window set overwatch, deploy another squad and set them in overwatch. The hapless British player then gives orders to the squad to move around the building.
And are absolutely massacred
Now there's no way the British player would have moved into that situation if he's seen the die rolls of the German player
Chain of Command is one of the most excellent and realistic "feeling" systems I've played. But I've never seen anything like this realism until I've played with two commanders who are "blind" as "blind" as there true real life counterparts.
Is this kind of "Fog of War" available without an umpire?
Are we all kidding ourselves that any rule system can truly simulate anything resembling real warfare?