Modern Rules Testing – v01

New rules set testing …..

Haven’t posted for a bit as we’ve been working on a new modern Battlegroup/Company rules set which is currently at the concept proofing stage. Craig managed to scam some time off work, came up for a visit and we did some rules thrashing. Can’t go too much into rule mechanism detail yet but basically we started with a platoon infantry game to make sure the basics worked and then escalated into tanks, MICVs and Platoons.

ps the pics are raw as they are straight off a phone but they should give an idea of the scale and movement etc.

Game 1

A meeting screening engagement between Russian and American Infantry platoons. Each platoon is split into sections which are further each split into two fire teams.

The first turns saw the cunning Americans moving two sections up to a tree and scrub covered ridge while the bulk scarpered along using the ridge as cover to move into a small village. For their part the brave Russians advanced up to a ridge line commanding both a view of the opposite ridge and a valley in front of the village.

Fire was exchanged with some teams being pinned but recovering and little overall effect until Big Willie Apiata (attached to a US team for morale purposes to give it some “extra stiffness”) stood up to taunt the Russians. The Russians were at first offended but then changed tack and focused the fire of three teams onto Willies Team, causing first one, then two casualties and finally wiping it out in the crossfire. The second team (same section) watched Willie go down and panicked, dropping their packs and legging it back towards the Company CP (which was unfortunately off-table).

The remaining US teams stood firm but the longer range fire from the more spread out US infantry was sporadic, variously suppressing or pinning but failing to cause Russian casualties. In desperation the US brought on an MATV to try and stabilize the line but it was targeted by three RPGs from the Russian Infantry teams who had gone on overwatch. Before it’s M2 could lay down some pain two rockets had whistled close by with the third catching it squarely and ending the US hopes.

Game 2

The second game was an escalation to test the vehicle and AFV rules in concert with a decent amount of infantry. Each side had 4xMBTs, 2xMICVs and 1 Infantry Platoon.

The US infantry drove into the village and debussed from their Bradleys which then took up blocking positions on the flank. Two Abrams slowly moved through the village to provide support while the infantry took to the buildings and walled gardens. Two Challengers (on attachment) moved onto a ridge on the opposite side of the start line to provide a balanced threat.

The Russians balance split their forces with two T90s, a BMP3 and Infantry moving into an elevated farm complex. The other BMP3 and Infantry (plus HQ) advanced onto the central ridge line while the T80 section tried advancing into hull down positions on the left flank to try and prevent the Abrams down the valley moving out of the village.

The Challengers advanced up onto the ridge into hull down positions and rapidly made short work of the T80s, the Riussian dice apparently having been tampered with during a coffee break. One Challenger stayed on Overwatch to engage the T90s across the valley and one advanced to close with the infantry and flank them. The Russian infantry RPGs couldn’t penetrate the advancing Challenger and resorted to harassing fire trying for a miracle hit (lucky 12’s always hit). A Konkurs team attached to the platoon HQ got off an ATGW shot but as the Challenger had moved around a ridge ending out of sight it could only score a glancing hit, pinning the Challenger.

The BMP on the ridge debussed its infantry and engaged a Bradley which had broken from the cover of the town but at long range and partially behind some cover it missed. It then had to back off the ridge as to avoid both the flanking Bradleys and Challenger. On the other side of the table shots were traded for a bit but due to positioning the 2 Abrams managed to trade with the T90s one at a time, eventually knocking both out in turn while suffering only 1 pin.

Finally the BMP in the farm complex had a lucky escape when an Abrams shot ricocheted (a double 1 is always a miss) when it only needed any roll over 2 to hit. It was pinned and popped smoke to cover itself until its crew could recover and move back. Infantry on both sides exchanged fire but with the Americans and Russians in buildings the cover and range prevented any real casualties. Eventually with their armour gone and the Russian infantry now getting flanked the brave green men had no choice but to pull back under the cover of a smoke screen and plot their rewenge.

Q

01 rusinf 010

01 rusinf 332

02 usinf 331  2

03 rus inf 33 2

03 rusinf 4556

03 rusinf 4557

04 usinf 33

07 usi twn 11 2

08 usi twn 12 2 2

09 rusinf 338

10 usinf 33

11 rusinf 4555

11 usinf 333

12 dice

13 Bigwillie

13 usinf 339

14 matv  3  x1 2

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6 comments on “Modern Rules Testing – v01

  1. Fantastic post! Very interesting and great pictures….I look forward to discovering how your rules develop

    • Hey Carl, appreciate the interest !

      Can’t say too much yet (we’re developing them for someone) but the system played way better than we even thought it would. So much so that we’re probably going to use it for our 20mm WW2, in fact it’d play pretty much any period just by changing the unit tables.

      Anyway, I’m pretty excited by them …. if you can’t tell 🙂

      cheers
      Brent

  2. I like the look of how the rules are develping. Will it just be for regulars v. regulars or will it cover asymmetric stuff too?

    How does it tie into the tank rules you are working on btw?

    Cheers,

    Pete.

    • Hey Pete,

      it’s full spectrum, so (with a basic list) you can use anything from standard “bolt action” Rifle and LMG groups from say WWII upwards to the body armoured, coms and optics teams of the present. Troop training and Battle Experience level is a core starting point to ratings so irregulars can fight regular troops (such as in the current Syrian or conflict for example).

      We’re targeting the modern to ultra modern period but list for say the Falklands/Fulda Gap Cold War are very easy to do and the system easily runs both.

      It’s not really going to effect the SABOT tanks rules apart from delaying work on them a bit more (yeah I know lol). They are firmly skirmish and detail focused while the bigger combined arms game rolls up some of that detail into “Combat Factors”…

      cheers
      Brent

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