Thanks all for the ideas. I read through a bunch, mostly determined it was beyond our level! Took some of what I liked, added some of what seemed simple to me and came up with these rules. We might try it tomorrow, i'll let you know if it works at all! That said, and suggestions or thoughts would be appreciated as always, Im making this up as I go along.
Rules for Barcelona '36
This very simple game will recreate the conflict between the rebellious military, and the workers and others who opposed them for control of the Placa Catalunya.
Forces. There are 2 sides in this game. On one side is the rebellious Spanish army, and in particular elements of the 13th Infantry Regiment of the 7th Brigade, and the 7th Light Artillery Regiment. On the other side are anarchist workers and Assault Guards loyal to the republic. Further development could add other groups (More Assault Guards, Civil Guards, Requette and Falange volunteers, POUM militia in particular)
Unites: Each side can divide their forces into smaller unites. Each of these unit sizes can move and fire together, or independently.
Worker forces:
Affinity Groups (AGs) – 5 workers of any or no weapons. Individual members must remain within 10 inches of nearest AG member.
Union – Any number up to 10 Affinity Groups of a given ideology (ex, Anarchist, or Communist).
Confederation/Party – Any number of Unions of a given ideology.
Front – Any number of unions or Confederations/Parties, of differing ideologies, in alliance
Vehicles – Workers side may start with up to 2 trucks. These can each transport up to 3 AGs, and be parked and used as barricades. Workers can capture additional vehicles from the enemy.
Artillery/Support – Workers start with no artillery or MGs, can capture from the enemy.
Army Forces –
Infantry 13é Regiment d'Infanteri of 7th Infantry Brigade –
1x Battalion (which includes)
-1 x Command – Comandant López Amor and HQ
-1 x Machine gun section – of 4 x Machine Gun + crew
-1 x 75mm Cannon + crew
-(up to) 4 x Companies of Riflemen, 20 men each, (SMGs, grenades ok) each commanded by a Captain or Major.
-each 2 platoons of 10 men each, commanded by a Lieutenant.
-each 2 squads, 5 men each, commanded by a sergeant.
-(optional) 1 or 2 x squads Falange, 5 men each, commanded by a sergeant.
Artillery
7é Regiment Lleuger d'Artilleria – up to 50 gunners
-1x Command Fernando Dasí Hernández and the Lts José Dorrego Pascual, Carlos Aliso Sarmiento and Ricardo Segarra Gallart
-2 trucks – carry up to 15 gunners each, can be deployed after reaching target.
-2 trucks – carry 1-2 cannon each (combined total of 4 cannons max).
-(optional) 1 x Squad Requette
(Optional forces)
Asaltos – Republican. 1 squad guards telefonica, 2 more squads arrive halfway through game)
Guardia Civil – 3 squads arrive 3/4 through the game. Roll of dice determines allegiance.
The Game
Objective – Control the Telefonica (Telephone Exchange Building). Telefonica begins in workers' possession (optional to develop later, drive out the boss and his goons first), with 1 squad asaltos as guards on 1st floor. If the army captures the entire building and holds it for 5 consecutive rounds, it wins. Workers win by maintaining possession of building through 15 rounds, or destroying all enemies.
Set up
Place Telefonica at far side of table. Leave room for a large square, the "Plaza" in front, and add buildings to mark far end of Plaza, any side streets etc. Board in front of Telefonica is up to 3 feet long and 2.5 feet wide.
Workers –
Can arrange up to 2 Affinity Groups and 1 Asaltos squads inside Telefonica.
Can place barricades at any point on the table, as many as they would like. Each barricade must have at least 1 AG to defend it (behind, nearby).
Can arrange up to 10 AGs in total on the board. Can hold an additional 10 AGs for later reinforcement. (May arrive at any point after 7th round, up to the player. Reinforcements appear from the side streets behind the Telefonica).
Army -
Place Infantry Regiment n13 at entry point on far edge from Telefonica. Hold 7th Light Artillery as reserve (Enters at the same point on turn 8).
Command:
Workers require no commands. Other forces must be within 6 inches of an officer to act. Isolated units who lose an officer, and are not within 10 inches of another officer, will "route" (see section below).
Gameplay
Gameplay begins with 13th Infantry marching toward the square. If no player is commanding the army, the path of the army will be to march (at the rate of "movement" specified below) straight into the center of the Plaza. The cannon will be installed in the center of the Plaza, and the crews will attempt to install machine guns in each of the 4 corners/sides of the Plaza. Once these 5 pieces are established in the Plaza, the army will charge the Telefonica with 1 platoon on every other turn. (For example, if it takes 4 turns for the army to reach the Plaza and establish its guns, the platoons will charge to commence round 5, 7, 9, and 11, until they are destroyed or they have achieved the objective.
Movement
When activated (by the verbal order of player), the elements (infantry or vehicles) of a squad/affinity group, platoon/union, or company/confederation/party, can move together or independently but must end movement within six inches of another element of the squad, platoon, or company.
Infantry moves 3 inches per action and vehicles move 6 inches per action. No unit has to move, or move its entire movement allowance. On each turn, units (of whatever size) may move up to their full allowance, and fire, before their turn ends. Players may move and fire up to every one of their units per turn, but each unit only once per turn.
Barricades
Barricades, placed anywhere by the workers before the game begins, or built (by at least whole affinity group, or 5 workers, in the place where they begin their turn, which will take one full turn-no firing or moving).
Barricades halt vehicles. Foot soldiers end turn at an enemies barricade, but can climb to the other side as their next turn (but not continue forward until a following turn – it costs 1 turn to vault a barricade). Climbing over a barricade can allow for a melee attack on the other side within the same turn, but the soldier cannot fire. Once a barricade is cleared of defenders, 1 squad of soldiers can dismantle/remove the barricade at the cost of 1 turn. Barricades can also be dismantled by a direct hit from artillery.
Stairs/Floors of a building
Stairs/Floors of a building will be treated like a barricade. IE, vehicles cannot climb, foot soldiers end turn on base of stairs, must clear enemy before advancing, costs 1 turn to advance, may climb stairs and melee defenders in same turn. Workers do not have to "rebuild" stairs, only move to reoccupy the top landing. Our model Telefonica has 3 usable floors (ground, 3rd, and 9th).
Firing
Once per turn, each unit may fire upon an enemy unit within range. Player must "order" (verbally communicate) which of her units will fire at which enemy. Players can also fire whole squads/AGs or platoons/unions simultaneously, and common action is rewarded with an extra dice per squad/AG.
Thus, an individual combatant will roll 1 die, while a affinity group or squad of 5 will roll 6 dice.
Range:
When a unit or units fire upon a target, the target must be within 5 inches of most units (excluding snipers, or emplaced MGs or artillery) to be within range.
Cover: If a target is in cover (behind a barricade, wall, in a trench, staircase, subway entrance, inside a window or doorway etc), subtract 2 from the roll, unless firing from the flank, behind, or a vantage point high enough to see over low coverage (ie, clear line of sight between shooter and the exposed body of the target).
Suppression: A unit in the open fired upon, but missed, by the enemy may be "suppressed." In this case, if target is near cover, it takes cover. If target is in open, target must retreat to nearest cover within 3 inches. If no cover exists, merely retreat 3 inches straight back.
Rolling the Dice: We use simple 6 sided.
Firing Table:
1 – no action
2 – miss
3 – kill target within 2 inch range, suppress target within 3 inches:
4 – kill target within 3 inch, suppress target within 4 inches
5 – kill target within 4 inches, suppress target within 5 inches
6 – kill target within 5 inches, suppress target within 6 inches.
Melee table: From their starting point on a given turn, foot soldiers and workers may charge any particular target within 3 inches (including up or down stairs, or over a barricade). If figure has a bayonet, add 1 point to each roll. Whole units may charge together, with an added die per AG/squad.
1 – no action (combatant does not charge)
2 – combatant charges and dies en route.
3 – combatant charges and dies en route.
4 – kill target within 1 inch range, suppress target within 2 inches
5 – kill target within 2 inches, suppress target within 3 inches
6 – kill target within 3 inches and suppress the closest enemy (1) to the killed target.
7 (bayonet, and if target does not have bayonet) – kill 2 targets within 3 inches and suppress the closest 2 enemies to the killed targets.
MGs Firing Table
1 – no action
2 – miss, suppress target within 3 inch range
3 – kill target within 3 inch range, suppress target within 4 inch.
4 – kill 2 targets within 3 inch, kill 1 target within 4 inches, suppress target within 5 inches
5 – kill 3 targets within 3 inch, kill 2 target within 4 inches, kill 1 target within 5 inches, suppress target within 7 inches
6 – kill 4 targets within 3 inch, kill 3 target within 4 inches, kill 1 target within 7 inches, suppress 2 targets within 9 inches.
Sniper Firing Table
1 – no action
2 – miss, suppress target within 6 inch range
3 – kill target within 5 inch range, suppress target within 7
4 – kill target within 7 inch, suppress target within 9 inches
5 – kill target within 12 inches, suppress target within 15 inches
6 – kill target within 20 inches, suppress target within 30 inches.
Artillery Firing Table
1 – no action
2 – miss, suppress target within 10 inch range
3 – kill target (including barricade) within 10 inch range, suppress target within 15 inch.
4 – kill 2 targets (including barricade – ie 1 barricade plus 1 combatant) within 10 inch, kill 1 target within 15 inches, suppress all enemies within 2 inches of impact
5 – kill 3 targets within 10 inch, kill 2 target within 15 inches, kill 1 target within 20 inches, suppress all enemies within 4 inches of impact
6 – kill 4 targets within 10 inch, kill 3 target within 15 inches, kill 2 target within 20 inches, kill 1 target within 30 inches, suppress all enemies within 7 inches of impact.
Route
When any engaged unit loses more than half of their members (ie, 3 of 5 affinity group members, 6 of 10 union members), or their officer—if requiring one—dies and there is no other officer within 10 inches, the unit will "route," or flee away from the direction of fire the maximum length of space allowed per turn. This routing will continue each turn until the fleeing combatants reach (or are intercepted by) and thus join another friendly unit. Routing combatants stop at the edge of the board, and can then be collected by an officer.