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"IABSM Battle Report (Intro Scenario)" Topic


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Skipper12 Jan 2007 8:12 a.m. PST

I must say, this is one of the best sets of rules I've played in quite a while. It doesn't get too bogged down in details and provides a great game. The following is a report filed on our local gaming site. Enjoy.


Backround: In the days leading up to D-Day. The Americans and
British ran a series of "Blue/Red" wargames. This report chronicles
the general action of a British Infantry Company going up against an
American Infantry company. Both consisted of HQ and three platoons
with no additional support. Both Companies had orders to take a
ridge between the two deployed forces

The British 95th Regiment Alpha company deployed with two platoons
advancing directly towards the ridge and with the third platoon
flanking to the right.

The US tried a similar tactic except that their flanking platoon was
to the left, directly opposing the British flanking force. The
Americans initially got a good start, but got slowed down while
rying to cross a creek. The US 3rd platoon on a flank attempt
managed to cross the stream at a bridge and advanced into a field
surrounded by hedges. They spotted the British 3rd platoon crossing
and open field further down the road and sporadic fire from the
Americans put the British 3rd platoon into the ditches as they dived
for cover.

Meanwhile, the 2nd British platoon managed to get into the woods on
top of the ridge and began taking up defensive postions.
Unfortunately two of the squads got tangled in thicker brush and
were unable to reach positions to see out the back side of the
forest. The complete 1st platoon was struggling to cross a series of
hedges and just having a "balls" of a time advancing.

The American 1st and 2nd platoons acting in concert managed to
assault the British second platoon in the woods producing a
devastating close range firefight. Remarkably, the British 2nd
platoon held on for a while but found themselves in such a
devastating crossfire that they were quickly whittled down to a few
skelatan sections attempting to hold their position. They almost
made it as the British 1st platoon finally entered the woods on the
left flank of the American 1st platoon and began to apply a
whithering fire. Unfortunately for the British 2nd platoon this
relief came too late. A lone mortar team eventually retreated from
the center of the ridge leaving the wounded and dead behind.

The two flanking forces became engaged in a long ranged firefight
exchanging rounds at a regular basis. The British managed to
infiltrate a section into a corpse of trees where they openned fire
on the entire American platoon in the hedge surrounded field. Their
position on the wooded hill provided a good field of fire and kept
the american 3rd platoon from advancing. This also resulted in their
taking an enormous amout of incoming fire, which the managed to
weather due to the excellent postions they found. Over time the
British sharpshooters managed to weaken the American 3rd platoon to
the point that they decided to withdraw their remaining men and
reposition. The battle weary americans retreated in staggered order
leaving a squad behind as it was in no condition to move and a
second was unable to keep up. They were fortunate that the British
3rd platoon was unable to organize an effective pursuit and the
REmaining Americans of the 3rd platoon managed to support the troops
in the central highland.

The British 1st platoon managed to do significant damage to the
American 2nd platoon with concentrated firepower. The American 2nd
platoon then attempted a half-hearted assualt attempt in which they
were beaten back and retreated to safer cover higher on the ridge.

With the British 2nd platoon broken, and despite the significant
casualties to the American 1st platoon, the British found themselves
in dire straits. The remainder of the American 2nd and the near
full strength, but scattered, 1st platoon pushed against the british
2nd platoon. The American Captain managed to get a squad with a MMG
in support on their flank and opened up. The withering combined
fire eliminated one of the three brish sections and the rest of the
British 1st platoon moved to a wooded corpse of trees nearer the
American sector. They believed the open field of fire between the
two forces would enable them to hold off the next american
offensive.

It was at this point the the stragglers from the American 3rd
platoon moved into a firering position and managed to get their MMG
into position. The Lt incharge of the 1st British platoon,
recognizing the futility of continuing, ordered a slow retreat. This
ended up being the right decision as their third platoon, while
still at nearly full strength, was having trouble negotiating the
rugged terrain on the far side of the right flank.

Conclusion: The americans managed to hold the hill. The cost was
high but acceptable.


This was a fun and entertaining simulation. Being our first action,
we muddled through the rules and found that it produced a great game
that gave us a feel for the nitty gritty of the battlefield. The
movement of Blinds provided an interesting fog of war that kept us
guessing. I highly recomend this for anyone who likes the simulation
of battles were you never have complete control. The battle ebbed
and flowed and the tide changed direcions at least twice. While
being soundly defeated, I had a blast. The terrain on the sand table
alos provided an excellent backdrop and helped "set the mood" Can't
wait till our next battle using IABSM.

Skipper

Skipper12 Jan 2007 8:19 a.m. PST

I forgot to mention, we played with 6mm figures using unmodified ranges. I can't wait to get some more paint on the British then my Germans.

Veteran Cosmic Rocker12 Jan 2007 11:46 a.m. PST

Really interesting write up – thanks. These are a great, great set of rules.

DwarfMan112 Jan 2007 3:20 p.m. PST

Looks great! I have been really interested in IABSM, so will print out your post and read it…


Norris
DwarfMan

Black Cavalier12 Jan 2007 4:16 p.m. PST

Cool! I'm very slowly putting 6mm East African forces together for IABSM, so am glad to hear it went well. I too plan not to modify ranges so the ground scale can get pretty close to weapon ranges.

Black Cavalier12 Jan 2007 4:19 p.m. PST

Oh yeah, Skipper, how'd you base your infantry? How many on a base? What size & shape? Materials?

Since most squads are 8 men, I'm hoping to do 3 bases with 3, 3, & 2 men on them. That way most of the possible number of killed men can be represented by stand removal. But I'm worried that at this scale, 2-3 man bases would be too small.

Cke1st13 Jan 2007 6:08 a.m. PST

Nice report, even if there wasn't any armor to make it my cup of tea. But all those "corpses" of trees worry me. Why were all the trees dead?

Oddball13 Jan 2007 6:16 a.m. PST

My favorite set of rules for W.W.II era. I've used them for W.W.I and other 20th century combat.

Thanks for the report.

Skipper13 Jan 2007 6:17 a.m. PST

I'm using 1"x 1.25" stands (The smallest FOW size for infantry 1/2 sections/squads) with 4 or 5 men on each. Lt morters and MMGs are on 1"x 7/8" stands. I was initially setting up for half scale FOW, but that game was too 40Kish for my liking (even though I'll play occasionally as many of the locals also do.).

Black Cavalier, I've considered two and three men on multiple bases (1x7/8" or penies) on a base, and will probably base the second company for each of my forces that way. It'll make kills easier to keep track of.

I've written a brief introductory reveiw for or local site which I will be adding on too. I'll add it here as a different thread in a moment and add more as we get through the Artillery and AFV over the next two gaming sessions.

Skipper

Skipper13 Jan 2007 6:20 a.m. PST

This is a cool game. Micromanagers and down to the last detail planners will hate it, but if you want to play a game that has a more realistic feel without the nuts and bolts detail, this is it. I'm about to head home to start painting the forces for the next time I host. Hopefully next Saturday. Anyway, the randomness really plays a large role in giving the game the feel from the comanders view point.

In general. When a units card is drawn they have 3 initiative dice (elite have 4 and slaggards have 2). These dice can be used for firering, movement, spotting, etc. If you have a target you can fire with all three for the greatest effect or maybe use one die to move the section 1d6 inches to a better position and then fire with the last 2 initiative dice.

If you suspect a unit is hiding in that barn you might burn one die to spot them. Yes, they are there. Fire one die hoping for a pin. If you get it then move one die hoping to get into asault range.

As a unit takes fire, they can be suppressed (reffered to as wounds, though it really represents loss of morale) or some of the figures can be killed. Killed figures eventually drops the amount of Initiative Dice the unit has (meaning they have less options and can do less). Eventually they reach a point where the remaining squad members will do nothing more than crawl under a log with their head down. Proper motivation by a Officer or Non-com might get them up and moving, but only to get them into a better covered position.. Wounds also errode the sections effectieness as each wound on the section reduces the movement dice by 1" or firering dice by 1. This loss in morale will also eventually cripple a unit. However, the right groading by a non-com or inspiration by an officer can boost a sections morale so they regain heart and can again become more effective. Wounds (Morale) can therefore be "fixed" on the field of battle, but Killed troops are……dead and no amount of prayer, first aid, or even Cure light wounds wil get them back. You'll have to wait for your replacements from Army command in about one to two weeks.

To take some of the randomness out of the game. Each side has "big men". These are dynamic NCO's and Officers that can encourage and order the men into action. Before taking fire, these "Big men" can activate a number of sections based on their rank. Captains can activate a platoon basically, a 1LT two squads, and an NCO a single squad. Once under fire they can all only activate only a singe unit/section/squad. The big men may also increase a units morale by removing a variable amount of "wouonds", increase the effectiveness of a squads fire by adding their die to the fire (This represents the sarge kicking PFC Billy in the ribs and saying, shoot that Kraut over their before he gets into cover), or even scan the hedge to see if he can spot the enemy.

(More to come later)
_________________
Skipper

"No challenge is too big…….or too small!!!"

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