Help support TMP


"Simplify bookkeeping in Op Rules (1956 Brit Army mod)" Topic


12 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the Game Design Message Board

Back to the Modern Discussion (1946 to 2013) Message Board

Back to the WWII Rules Message Board


Areas of Interest

General
World War Two on the Land
Modern

Featured Hobby News Article


Featured Link


Featured Ruleset

Pz8 - 1975/2010 Wargame Rules


Rating: gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

25mm Soviet Rifle Squad, Advancing

It's hard to find 25mm Russians in the early-war summer uniform, but here they are!


Featured Profile Article

First Look: Battlefront's 1:100 Panther Tank Platoon

Personal logo Editor in Chief Bill The Editor of TMP Fezian checks out the Panthers for D-Day: Germans.


Featured Book Review


1,324 hits since 5 Jun 2016
©1994-2024 Bill Armintrout
Comments or corrections?

Last Hussar05 Jun 2016 4:47 a.m. PST

For some years now I have been pondering how to bring the '1956 British Army rules' to a tabletop game.

link

Martin Rapier's comments

TMP link

What interests me about these is the emphasis is on planning – It was originally used as staff training, thus once you start the actual shooting, you assume the Brigadiers and below know what they are doing. What it concentrates is the the decision curve and planning – it gives the timings needed to plan a various kind of attack depending on size.

This I have put into a simple formula – its not accurate enough for real generals training (it is a little too quick), but it replicates the constraints and the need for forward planning, and the idea plans can be derailed.

Turns are 1 hour day, 2 hours night. Planning an attack (for instance- other orders such as move have different formulae- all pretty simple) is 1 hour per fighting unit (Bn/regt) plus 1 hour per HQ that needs to get involved.

Thus if an attack is to use 1 and 2 Bn of Inf Bde, that is 3 hours – 2 for Bns, plus one for the Bde HQ to coordinate. If a tank regt for Armour Bde is added that is 3 hours for the 3 fighting units, plus the Inf Bde HQ, plus 1 for the Armour Bde HQ, plus 1 for the Div HQ to coordinate the 2 Bdes – 6 hours. Division can add artillery at 1hr per unit – as it is Div artillery the time for the HQ has already been accounted for. If it was requesting Corps arty then that would be a further hour for Corp HQ. (This is all actually quicker then the 'official times' in the '56 rules- every level should be a multiplier, rather than an add, but this keeps it simple). Its then +1 turn for the actual prepare to move/attack.

Effectively it is 1 turn for each node in your wiring diagram, +1.

Is there any way round this book-keeping, or am I basically going to have to rely on players writing the orders and noting the time at which the move starts, trusting them to be accurate?

Personal logo Dye4minis Supporting Member of TMP05 Jun 2016 5:40 a.m. PST

Well, thanks to you, I went ahead and ordered a copy. I, too, would like to see how real training can be put to use in a tabletop format for veteran gamers. (It also will help actual training by the interest it may bring to non-gamers by using miniature models!)

Looks like I may get my copy by th eend of the month. LULU does not look like they move at a very fast pace.

Thanks for this lead!

v/r
Tom

Martin Rapier05 Jun 2016 6:14 a.m. PST

"Is there any way round this book-keeping, or am I basically going to have to rely on players writing the orders and noting the time at which the move starts, trusting them to be accurate?"

I think the answer, essentially, is no. The rules are structured around staff planning, and that means writing stuff down.

I did simple task sheets with timings on, but I think the main thing is to remember is that this is aimed at divisional and corps staffs. They aren't going to be micromanaging a dozen battalion attacks at a time, but directing the operations of brigades and frequently each division is only going to be dong one significant 'thing' at a time.

The rules are designed to be run by controlling umpires, so in the end I just asked the player teams to to tell me what they were doing and I kept the master timing/action sheet up to date.

To turn it into a turn based wargame I'd go with something, more granular – 4 hour turns or something and just block the different levels of force ratios into a turn based prep time, although you lose some of the exciting hour-by-hour interactions of pre-planned counterattacks etc.

Personal logo Dye4minis Supporting Member of TMP05 Jun 2016 6:39 a.m. PST

What I had in mind was to introduce exercise injects (based upon training objectives) during gametime. The timing can add a lot of tension to the game, especially if the player has not yet achieved or reported current objectives or goals. This also represents excellent opportunities for injecting false or misleading data from field reports.

I would keep the game at an operational level (players acting as, say a Battalion (lowest level) commander or staff positions. The minis would represent what they have, where they place assets and must keep track of their movements themselves. A simple mechanism could be devised (as I have not yet seen how the British rules handle this) Intel reports for verification. Does the Commander want some company to verify such info? Does the HQ already have confirming reports received at HQ? etc.

Indeed, a gamemaster would be required (or maybe even two GM's). Timing of events would be critical. If commanders need information, have they requested when a report is expected at HQ? A map (as well as 3 d terrain boards ) could be used. In modern times, allow GPS coordinates be accurate but maps grid directions may take a bit longer for units to reach (before the GM considers any enemy friction injects).

This could be fun. I have sat on the evaluator side of things and have seen the tension wax and wane on the faces of the "players". The key is their understanding of their responsibilities and roles in the game and being fed info, of which, timing is key.

Oh, many ideas!!! I hope this book provides "standard" timelines for how long specific tasks SHOULD take. It would make the GM's job easier and also build coffee/beer brakes into the game activities.

That's where I want to take such a concept.

v/r
Tom

Last Hussar05 Jun 2016 8:42 a.m. PST

Martin – I had a bad feeling you were going to say that (The thread title is a bit odd because limited characters and I wanted to catch your eye!)

Think of it not as a straight conversion, but rather 'inspired by' – the 56 rules are Dumas and I'm after BBC Musketeers! wink

What I'm after is the 'guided missile' nature of most rule sets- units responding immediately to threats – in, say, Spearhead or BKC etc you can order a unit on the left to turn 90' and march from one flank to the other with no delay (order change/command dice willing).

I'm not looking to have the bns micro managed- We assume regimental commanders are putting them in the correct formation. I'm thinking bases will basically represent 'hit points' marked to show hits rather than removed (it isn't that coarse, but this isn't that conversation) and the formation represents the current stance (attacking/defensive/Advance/travel) rather than actual formation.

Personal logo Extra Crispy Sponsoring Member of TMP05 Jun 2016 8:53 a.m. PST

If you used a rule set like Panzer Korps or Mega Blitz you might be able to do this. But I think you need real buy in from the players.

For example: Player A commands the Big Red One. His current orders are to St. Vith. Player A has to stick to that and not divert to Stavelot.

Personal logo Extra Crispy Sponsoring Member of TMP05 Jun 2016 9:02 a.m. PST

One more thought.

If you use this to generate a campaign, I'd go with "bathtubbing." Instead of a game with stands that are battalions or companies, I'd go with a fast tactical game like Team Yankee. Each company becomes one stand. These rules are super fast and bloody, so would be a nice balance against the drier staff planning. Plus TY games end quick – 5 turns or less most games.

You'd then need a simple chart for converting what "destroyed" in Team Yankee means in your bigger picture rules.

This way you get the headaches of planning with the fun of "roll dice, make stuff go BOOM!"

Martin Rapier05 Jun 2016 10:09 a.m. PST

"Think of it not as a straight conversion, but rather 'inspired by' – the 56 rules are Dumas and I'm after BBC Musketeers!"

I did wonder about that, and I can see what you are doing with the increments.

I had a go at modifying Megablitz to use more 'realistic' timings, so essentially stuck with the 2 hour turns, but if you wanted to launch a full brigade attack with the entire divisional artillery in support you had to play multiple 'attack' orders in series (iirc it was three or four) to represent the planning time, similarly you had to play multiple 'defend' orders for the various levels of fortification.

Some of Jim Wallmans older rules (have a look at 'Stonk') use incremental planning times, particularly for order changes and fire planing. It is a perfectly workable mechanism, but it does rely in the players doing the time calculations.

An alternative approach is to pick a fairly chunky timescale which includes both the planning and execution times. Four hour turns (eight at night) is quite good for this. So 1 (four hour) turn to plan and execute a battalion attack with minimal support. Two turns to plan and execute a battalion attack support by the divisional artillery regiment (or a brigade attack with an artillery battalion in support) and three turns for a brigade or larger attack including all the div artillery.

I worked up a variant of Megablitz along these lines which worked quite well. Just keep playing the relevant order chits.

I think in terms of having the players behave in a culturally correct manner, just have a conversation about what is practical/reasonable and what isn't. I've borrowed John Salts idea of giving out poker chips for people who behave in a culturally appropriate/sensible manner. Much easier than writing a ton of rules.

Last Hussar05 Jun 2016 10:09 a.m. PST

EC – Re comment #1 – Pretty much; it have to be players who can trust each other not to magically change their orders.

I do have megablitz- What I am looking for is that extra (very much optional, because a lot of players won't want it) dimension where you don't have fine control.

Another part of it is delayed combat resolution- once units are in contact with the enemy you work out how long the fight will take, and don't resolve until then – or perhaps a 2 part resolution. The combat will take 4 hours. At the 2 hour point you produce an interim – basically a DRM for the final result to give the commanders an indication whether they need to commit reserves.

Last Hussar05 Jun 2016 10:14 a.m. PST

Martin – I suspect it will stay an intellectual exercise as I won't be able to find an opponent!

Personal logo Extra Crispy Sponsoring Member of TMP05 Jun 2016 10:32 a.m. PST

Last Hussar:

I'd play! Heck, at that level of abstraction you could really play be e-mail with local clubs fighting the battles for you. Might go like this:

Use a map with lots of landmarks for order writing. At this level of abstraction where a unit is located won't matter by millimeters. So if 3rd brigade is in St. Vith you just plunk a counter down there. I could put my map on a bulletin board and use pins for that matter.

mark@scalecreep.com

Last Hussar05 Jun 2016 3:18 p.m. PST

EC – I have considered offering a Kreigspiel PBEM to TMP. the idea of getting the actual battles fought by anyone who wanted here is an idea I'd had re PBEM but not with this.

I have run Kreigspeils with both abstract and 'rules' resolutions. (by abstract – roll a d6 – 6 went as well as it could for the attacker down to 1 – as bad as it could be, with me and another umpire judging what that means in context- A company is never going to over run a Brigade, no matter how many 6s it rolls!)

I have the general ideas in my head- but the worry about having to order write put me off. I actually ran a Kreigspeil with my ideas as a simpler way to do the 1956 – as my assistants weren't actually trained Staff Officers!

Like you say – its not about the mils. You assume the unit is in the best position for it's location- if part of your unit gets to St Vith, it's in St Vith.

Likewise the formations don't represent footprint as such. They show the current order. I'm thinking of having the Advance as the 'default'- to change formation you have to via Advance and each change takes a turn.

Attack – Good Attack modifier, Poor Defence, Good movement – 3 bases up, one behind.

Defence No attack allowed, Good Defence, 1 up, 3 behind.

Transit/Travel – column – Fast movement, poor defence and attack.

Advance – Line Abreast – average on everything. If you give a 'Stand By' order the unit goes into this formation. Also the 'Counter Attack formation' to show not enough planning time.

Basically both players issue orders, calculate planning time. You basically them compare who first has an order ready, and they start to execute, with players moving etc until ther other player says 'it is now x o'clock, so my units are doing this."

Thus a unit with a move order you work out how many hours movement it has before the enemy has a planned action, and move it that far/that many turns.

Obviously this works better with an umpire, but I want a game that can be played among friends, so some of the sharper elements need to be lost. Non-umpired games would need a 'blind' system I think- give the recce something to do in their baby-tanks!

Sorry - only verified members can post on the forums.