I have just released a new WWII rules set called A Sergeant’s War, intended for small
unit combat (platoon+support) with individually- or group-based models. They are available at the Wargames Vault, here. Here is a brief summary and a description of
the game, given in several parts after the bump.
An overview: A Sergeant’s War (ASW) is a WWII game
which emphasizes morale, unit quality, and small-unit leaders. The units involved are individual vehicles and
heavy weapons, and sections or squads of
troops (4-10 men). Casualties are
tracked individually but troops move and fight as units. It can be played with any scale of figures,
based singly or in multiples, and many games can be played on a small table,
like a card- or kitchen table. Each side
usually has 1-2 platoons, plus support. The
game is friendly to solo-play.
“How does the game play?”
Here is a full description of the mechanics used in the game.
Units have Quality and Morale. Quality determines their ability to do
certain battlefield tasks; how many targets they can engage simultaneously; and
how easily they hit opponents.
Leaders are either at the squad- and platoon level (for most
armies), only at the platoon level (for poorer armies), or all the way down to
the fire team/asst. squad leader level (for really crack troops). Leaders give you the chance to pass morale
checks when you might otherwise fail them, but at a price: every time a leader
does something in sight of the enemy, there is a small chance that the leader
will become a casualty, representing how easy a target the leader becomes when
actually leading.
As for how the game plays out, I will go in order of the
turn sequence.
1) Check your breaking point:
You count up how many damaged/out of action units are in your force,
compared to how many “effective” ones there are; if there are more combat
ineffective than effective, your force suffers severe morale penalties. (Breaking Points can vary. Some die-hard forces only count destroyed
troops as ineffective. Other, less
willing forces count everything from destroyed units, to those that are only
pinned down or have only suffered significant casualties.)
2) Rally broken troops: Troops
who are running away may stop and regroup, or might even immediately go back
into action.
3) Remove Pinned: Pinned down troops can see if they recover
from their pinned status.
4) Artillery Fire: Call
in artillery (sometimes air-) support.
5) Actions: Going in order, your troops may use Ranged Fire,
Movement, Firefights, or a second phase of firing. The order is important because it simulates
suppressing fire and movement.
Ranged Fire: Infantry roll a number of dice equal to their
firepower, which varies from 1 (for a
small squad of infantry) to 6 (a belt fed heavy machine gun). Hits inflict casualties and morale
damage. Targets can become pinned (and
lose their ability to interrupt your movement with fire) or can break.
Movement: Infantry move 8”; vehicles 12, 16, or 20,
depending on their speed. Movement can
be interrupted by enemy defensive fire.
Firefights: “Firefights” represent close assaults—short ranged
small arms fire, hand grenades, and possibly hand to hand fighting. Infantry can generally inflict more
casualties in firefights than they can with ranged fire. Firefights are also decisive—one side or the
other will be kicked out of its position.
Second ranged fire: Units that have not fired yet, or vehicles
that have only moved up to half, may now fire.
Infantry cannot move and fire,
except to launch firefights.
6) Check for victory, dependent on scenario.
Vehicle combat is a simple “Hit, Damage” system---you roll to
hit and then the target rolls a “damage test”, modified by the difference
between their armor and the attacker’s AT abilities. Effects vary from destroyed, to damaged, to
morale test.
Artillery is called in, might deviate, and then uses similar
mechanics to small arms fire to measure its effects against targets in the
beaten area.
“How Fiddly is the Game?”
By my own definition, “fiddly” means how often does a player
have to stop the game in order to count things or measure things? ASW is not very fiddly at all—fire combat is
done with three dice rolls (roll to hit; roll to damage; roll for morale), and
rarely with more than a few dice at a time.
Measurements are done from unit
center to unit center; if your troops are based several to a stand, or if you
use movement stands/templates, it goes very quickly. The basic to hit system is the same for all
types of combat (ranged fire, tank fire, firefights). There are not many modifiers.
“How long does it take to play?”
Because it’s not very fiddly, games play quick. In one playtest, several first-time players
fought out a platoon-sized action in urban terrain in under 2 hours. For experienced players, combined arms fights
can be done in 90 minutes to 2 hours; tank-only fights can be done in under an
hour (or even under half an hour).
“What figures can I use?”
You can use any scale figures. The game was playtested with 15mm and 6mm
stuff, but you can certainly play larger; I’d suggest an adjustment to ranges
for 25/28mm (increase by 50%) and for 6mm (cut in half).
“What are the basing requirements?”
Because combat is done by unit and not by individuals, basing is highly flexible. You can use your troops individually and move them as a group (all figures staying within ½” to an 1” of another figure); have your figures sit on movement trays or templates so the whole group can be picked up and moved simultaneously; or have multiple figures glued to a single base. Casualties are tracked individually, and leader casualties are also important, so you’ll need the ability to mark casualties. (I use nifty plastic skulls from Litko.)
Because combat is done by unit and not by individuals, basing is highly flexible. You can use your troops individually and move them as a group (all figures staying within ½” to an 1” of another figure); have your figures sit on movement trays or templates so the whole group can be picked up and moved simultaneously; or have multiple figures glued to a single base. Casualties are tracked individually, and leader casualties are also important, so you’ll need the ability to mark casualties. (I use nifty plastic skulls from Litko.)
“Sounds interesting! But what might I not like about
the game?”
I think ASW is a fun, fast playing game that is reasonably
reflective of actual WWII combat. But I
designed the game, so of course I think that.
What might a player not like about the game?
Markers: There are
several statuses (stati?) that require the use of markers on the table top—pinned,
broken, damaged, and full speed, and also casualty markers if you have multiple
figures per base.
Vehicle detail: Because the game represents the “tip of the
spear” and assumes a battlefield 300-500 meters across, a lot of the
differences between vehicles common in other games disappear. Tigers and Panthers are vulnerable to T-34s
and everything’s in range. Long-range
gunnery duels and extensive artillery rules as absent from the game. I have also restricted the data on vehicles
to late war stuff (43-45) for the main belligerents; more stats will be
available soon. Update! I've added the stats for early war vehicles, for all the major belligerents. I've also added infantry platoon organizations for the French and Italians, and some notes on early war German and Soviet squads.
Abstractions: Hand grenades
are folded into short range infantry combat.
Leaders can be killed while doing other actions, representing the
general amount of small arms fire in the air.
Some simultaneity is assumed in the game. Not all players will enjoy the different
aspects of the game that I have abstracted to either speed play or try to
create a result.
Scenario-driven: ASW is
scenario driven. I have provided orders
of battle, vehicle statistics, special rules, and a section on designing
scenarios, but there are no point values or random-scenario generators (though
there might well be in future supplements, either for sale or free here).
Not a skirmish game: ASW
is a small unit game, but not a skirmish game. The actions of individual soldiers are not
taken; you control the actions of units, not individual soldiers. There is a wealth of excellent man-to-man
rules out there, but these are not one
of them.
That’s all the prattle I have today. I had a lot of fun designing the game and
hope that it will find an audience who will enjoy it as well. Watch this space for announcements of future
supplements (I have a Hurtgen Forest book in the works) and for free scenarios for
the game. Thanks!
Sounds like some very interesting concepts. I'll take the plunge and try it out tonight
ReplyDeleteThanks, War Panda! Please do tell me how it goes.
DeleteI like the rules descriptions and the AARs. Looks like a game I would like. I play a lot of Command Decision: Test of Battle for battalion- and regiment sized game and the ebb and flow of the troops. Looks like ASW has that ebb and flow also for the platoon-, company-size battles. I think I'll buy a copy.
ReplyDeleteThanks Kelly---hope you enjoy the game!
Delete