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"KISS Rommel - suggested ground and time scales..." Topic


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Comments or corrections?

Bozkashi Jones24 Nov 2016 11:08 a.m. PST

As part of my Normandy project I'll be working up towards a few set piece scenarios, probably starting with something like Operation MARTLET.

So, in order to scale the board I just wondered what scales people used, if you use them at all?

Here are some measurements:

Most ranges (tank, infantry, etc) – 6"
88mm guns – 12"
Artillery – 18"
Most movement – 6"
Between 9-12 game turns in one 'day'.

So, I was working on a ground scale of 6" = 1 mile and 1 turn = 1 hour. There's a fair amount of fudging and abstraction, for example in real life artillery can fire more than three times the distance of an infantry section, but that doesn't bother me as this is a game, not a simulation. I was, however, thinking of increasing Arty range to 24".

Any thoughts?

Nick

d88mm194024 Nov 2016 1:43 p.m. PST

My friend and I have played many KR games, including a campaign that lasted 6-7 games. Is was great! We never tinkered with the rules or ranges. We've found that sometimes the 'Law of unintended consequences' comes in when you change just one small thing.
We always played on a 6x4 foot table for every game. Never had a problem.
I'm creating my own Invasion of Sicily campaign that uses 3 maps/boards that slightly overlap: Initial invasion, the Western board, and the final stage. I'm using a large 28mm crater for Mt. Etna. I just over-laid a nice map of Sicily with a grid until it 'looked right.

Bozkashi Jones24 Nov 2016 4:04 p.m. PST

Cheers d88mm1940 – "until it 'looked right"

That, to me, seems very much in the spirit of the rules!

Martin Rapier25 Nov 2016 2:35 a.m. PST

I wouldn't fiddle with the artillery ranges, just imagine that the bases represent the centre of the unit and the long direct fire rangess are the subelements spread out shooting at stuff.

6" to the mile is probably a reasonable fudge for laying out Normandy battles though.

greenknight4 Sponsoring Member of TMP19 Aug 2018 1:34 p.m. PST

I have started playing with these rules. Currently using my 28mm foot and Roco mini tanks.

I am thinking of downsizing to 12mm, I know micro (6mm) is recommended but I would like a slightly larger size.

Anybody else still trying these?

Griefbringer20 Aug 2018 3:54 a.m. PST

in real life artillery can fire more than three times the distance of an infantry section, but that doesn't bother me as this is a game, not a simulation. I was, however, thinking of increasing Arty range to 24".

I haven't got the rules myself, but from my understanding a single stand in these rules is supposed to represent an infantry company. So maybe the maximum range represents not so much the small arms but the attached heavy weapons (tripod MGs, mortars, anti-tank guns).

Granted, typical field artillery pieces would have ranges more than three times that of a typical medium mortar.

Martin Rapier20 Aug 2018 8:35 a.m. PST

The bases are battalion sized units, hence my earlier post suggesting that they are viewed as the centre of the unit rather than the base representing the physical footprint of the battalion.

The scale of figure used isn't going to make much difference to the gameplay, but I always felt more comfortable with smaller scales for this.

Griefbringer21 Aug 2018 9:02 a.m. PST

If it represents an infantry battalion, then a stand should certainly have noticeable heavy weapon assets available, to provide some long range firepower.

Martin Rapier21 Aug 2018 11:09 p.m. PST

Yes, exactly, mortars and heavy machineguns, the main source of the battalions long range firepower.

Prince Lupus22 Aug 2018 12:30 p.m. PST

We love these rules, but the clues in the title, Keep It Simple.

greenknight4 Sponsoring Member of TMP26 Aug 2018 6:47 p.m. PST

Also most battalions had artillery attached from division. You could factor this into the range as well right?

If you are on FB have a look at my solo posting of KISS.

link

Chris

shthar07 Oct 2019 12:31 p.m. PST

You don't have to make each unit a 'battalion' A tank is a tank is a tank. Some just move a little faster, or have a better save.

In my eastern front games the tigers on the board were companies, the t-34s were battalions, cause that's what I detemined equivilant effectiveness to be.

For a BIG game, like this sicily one, you may want to scale up to where the standard unit is a regiment/brigade. With more and more units, there comes a point where the game system breaks down.

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