Eastern front in 6mm? Yes please!
- Good looking, mixed and interesting terrain that sets the scene? Check!
- Combined arms: Infantry, tanks, guns and arty? Check, check, check and check!
- Fire and maneuver? Check and check!
Very nice AAR. Looks like it went very well. Not mentioned is whether it was a solo game (my assumption) or against an opponent.
I second the compliments to the ruined structures.
I also recognize the infantry, at least the Red Army figures, as H&R. I too have H&R Red Army figures -- a rifle battalion and an SMG company that have seen many battleboards since the early 1990s, and have been progressively upgraded as my own modelling skills have improved. There's something about seeing advancing frontovics with their Mosin's bayonets glimmering on a WW2 battlefield…
Your rules seem to have worked well for your fight. I am a fan of rules that play well with combined arms. Do you think they would work as well if it was a tank force with a few squads of infantry in support, rather than vice-versa?
I particularly like how the suppression affected the combat. The idea that a suppressed unit could only fire at the closest enemy is interesting. Maybe you could also try that a suppressed unit could only return fire at the unit who's fire suppressed it. Just some ideas. My preferred ruleset, Mein Panzer, also adds a very interesting twist to suppression of infantry. In MP each base gets to do two things in a typical activation -- an "action" and a "move". You can chose one of many different things for your "action" -- shoot, spot, communicate, perform an engineering task, etc. You can even move with your "action", meaning if you do nothing else, you can double move in the turn. But if you are suppressed, all you can do with your "action" is try to remove the suppression. If you fail, you can not use your "move". If you succeed, you have used your "action" but still get your "move".
Most infantry squads have 2 hit points, meaning 1 kill only reduces your squad to half strength. Even then, your opponent won't get many kills unless he gets very close. So it takes a lot of concerted effort to kill off infantry units.
The rather simple mechanism of how suppression works has an interesting effect on how infantry combat plays out. Once your opponent starts to get any advantage in the rate of suppression (starts building fire superiority in the engagement) you, as the player, will feel mounting pressure to pull back. It may take a long time to kill off your infantry (they don't die quickly), but once he gets the advantage in how many of your squads he is suppressing your return fire slacks off, and he can continue suppressing and closing in for the eventual kills. All you can do with the squads you manage to un-suppress is:
1) Leave them in place to be suppressed again, and probably again after that, until they are eventually killed off, or
2) Try to move them back, out of the line of fire, and establish new positions some way back.
You don't need any morale rules to tell you when they move back. You feel the pressure to move them back, as it's about the only way to get them back into the fight.
Another approach to suppression that makes for interesting games.
-Mark
(aka: Mk 1)