Category Archives: Rules Examples

NQM Squared – The Main Changes

164th Light Afrika Division

164th Light Afrika Division

There is not that much that needs to be changed to make NQM compatible with squares. Here is the first draft of the main changes. I have not entirely decided how to manage orthogonals yet. Currently:

  1.  All units may translate one diagonal move per turn. For example, infantry moving one square may always take it diagonally if they wish. units must still abide by rules governing entry to or exit from squares.
  2. Defences may sit entirely in one square or on the boundary of two, or four squares, controlling every square they sit in. They may be close assaulted in every square they are in, during the same move. They may receive fire from every unit that chooses to shoot at them from the same square or across a square boundary for longer ranged weapons. Defenders must choose who they are shooting against.
  3. Attackers must first win a firefight to close assault any square that a defender sits in. They must enter the square that the defender is in to do so. Defenders may have more than one line or position of defence in a square. Each line or position must be close assaulted  and defeated to control the square.

MOVEMENT

MOVEMENT RATES

The Advance in Contact/Assault (A) rate is used for attacking troops who break into a position, or fight through an area forcing the defender to withdraw.

The Road March/Rout (R) move rate normally only applies to Echelon or Transport and HQ units on good roads, or anyone fleeing or withdrawing from enemy contact.

Nose to Tail on the ORANIENBAUM Road

Nose to Tail on the ORANIENBAUM Road

The lead fighting elements of a unit move at the Move to Contact (M) rate unless moving non-tactically on roads, in which case they move at the Road March/Rout (R) move rate.

Troops in defences are Static (S)

Happily, these Initials coincide with Tim Gow’s Megablitz “SMART” movement states and are expressed in Squares (but I haven’t felt the need to adopt Tim’s closed decision-making, nice though it is, as defenders can choose to stay or withdraw, unless forced to retire by morale. Defenders are only overrun if the attackers are more mobile e.g tanks or motorised troops overrunning infantry).

MOVEMENT RATES TABLE *

Movement rate Expressed in Squares:

Advance in Contact/Assault (A) – Move to Contact (M) – Road March/Rout (R)

Light Recce: A2 M4 ** R6 ***

Armoured: A2 M3 R5

Motorised A2 M3 R5

Foot: A1 M1 R2

Cavalry/Cycle/Horsedrawn A1 M2 R3

Table 1.

* Further penalize movement for congestion etc.

** Only against Lt Recce, otherwise as for foot or armour

***Also Armour on Tank Transporter units

REAL ESTATE TABLE

Frontages *, Column Depth

Battalion: 1-2Km, 2Km (5cm – 10cm)

Brigade or Regiment: 3-6Km, 9Km (15cm – 30cm, 45cm)

Division: 6-9Km, 12Km (30cm – 45cm, 60cm)

Table 2.

*Use the lower limit in close terrain and the upper limit in open.

Chris Kemp’s Not Quite Mechanised – Umpire guidelines for tabletop operational war games . Copyright 1985-2015

THE RECCE SEQUENCE

RECCE SEQUENCE

To make the recce sequence run even faster in the early part of the game, consider dispensing with the recce’s limit on movement, but only allow them to make ONE recce test per move. If the recce blunders into a hidden defender that it has not reconnoitred, it is ambushed and rolls at -1 to its normal modified score.

This sequence is used for reconnaissance bases or stands (recce) and others coming up against a concealed enemy.

The attacker rolls a Red die, the defender rolls a a Blue die. ROLL THEM BOTH AT ONCE. The recce can elect to look at a position likely to contain enemy, or the defender can shout STOP at a point where the recce is likely to be engaged, with any adjustment being made once the dice result is in the open.

Advancing recce can only look at one area per move. This has the effect of forcing them to adopt a slow low risk advance, or a fast high-risk one. For those who ask, “why does recce not get a bonus?”, their advantage is speed. If you feel they are more skilled than infantry line troops, then upgrade their status accordingly.

Apply the following modifiers:

Elite +2, Veteran +1, Regular 0, conscript/militia -1, Green -2

Compare the scores. The Highest wins.

If the defender wins by:

+1, the attacker may remain in contact,

+2 the attacker withdraws out of contact,

every point over +2 places a pin on the attacker.

If the attacker wins by:

+1, the defender lays out his minefields and outpost line,

+2 his main defensive line as well,

every point over +2 places a pin on the defender.

Advertisements

Leave a comment

Filed under "Rules" Explanations, 15mm Miniatures Wargames, NQM Squared, Rules Examples, The "Rules"

2nd ALAMEIN – NQM Squared – Trial walk through

Advance To Contact 9AUS 51HD 1SA

Advance To Contact 9AUS 51HD 1SA

Suzanne is the uncommonly intelligent kind of girl that H.G. Wells had in mind, in his preface to Little Wars. Her interests gravitate to the people behind the great events, so persuading her to roll dice  involved gin. It also called for a good deal of exposition as to how the 8th Army found itself fighting a set piece battle that would have been familiar to WWI generals, in a desert war that had hitherto been characterised by movement.

51HD Winning the Firefight

51HD Winning the Firefight

Squaring the table off just exaggerated the whole “over the top with fixed bayonets” nature of the battle plan. Suzanne has a wargaming record  that Attila the Hun would be proud of: In the past, her tank famously machine-gunned my supporting infantry off a bunker that we were both attacking. She sacked Northampton and executed any rival claims to the throne, and I regularly get thrashed at GUBs, usually after she has innocently asked

“What does this card do?”

The battle trundled forward as NQMs usually do, when there is no room to manouvre. Thompson’s post was taken, head on by 9AUS, then lost to a Bersaglieri counterattack. 51HD got stuck in. 1SA seemed to be chilling with cold beer and Breifleis; this was a walk through, after all!

51 HD Break into the Advanced Outposts

51 HD Break into the Advanced Outposts

Tonight however, the post – game conversation veered towards wondering which tunes would characterise each of the opposing forces.

We came up with this:

9AUS Welcome to Australia (You might accidentally get killed)

51HD Corvus Corax I would get out of the way if I heard this coming!

1SA  – we struggled with this one, skipped the Spitting Image Song, and thought that die Stem van Suid Afrika was a bit slow if you were marching into the teeth of a German defence, but liked the Piano Guys . The tune that made the final cut for Bashing the Boche though, was this one though – Sorry Arthur!

The Bersaglieri totally rocked this one from 52 seconds in.

The Germans,  Lili Marlene ,of course, but Peanut Girly was tempting.

I firmed up one or two questions in principle about defence zones of control – necessary in something as stylized as this:

  1. Infantry only close assault stuff in the square that they are in. To enter a defended square, they must win the firefight across the boundary with the next square. No Diagonals.
  2. Infantry, tanks and anti-tank only fire at stuff in the square that they are in. They can place their defended location across a boundary and defend two squares. Of course, this means that they can be shot at from two squares at once. No Diagonals.
  3. For ranged artillery, squares are three kilometers across.

To conclude, ALAMEIN is a goer at this scale.

Leave a comment

Filed under 15mm Miniatures Wargames, 8th Army - British and Commonwealth, DAK, Italian Army, Land Battles, Rules Examples, The "Rules", Wargames, Western Desert, WWII

NOVOGOROD Mar ’43 – NQM Squared

 

31 Rifle Div in the Attack on a 9 km Frontage

31 Rifle Div in the Attack on a 9 km Frontage

VELIKY NOVOGOROD sits  astride the River Volkhov, at the northern tip of Lake Ilman. The Command decision Hex Grid Europa map runs a straight rail line between LENINGRAD and MOSCOW, and ignores this inconvenient piece of geography to put NOVOGOROD on the rail line.

33 Rifle Div Assaults 126 Inf Div in NOVOGOROD

33 Rifle Div Assaults 126 Inf Div in NOVOGOROD

For this game, finishing the Soviet winter offensive, I put the city and rail lines back where They should be. It was also the first outing of the new squared board, and a chance to see how a Wehrmacht Korps defence in depth fared against a Soviet army of 3 divisions.

30 Inf Div Defend the River Volkhov

30 Inf Div Defend the River Volkhov

To the south, 126 Infantry Division held NOVOGOROD, and to the north, 30 Infantry Division held a line 9 km deep.

 

33 Rifle Div advances on NOVOGOROD

33 Rifle Div advances on NOVOGOROD

32 Rifle Div Moves up to the VolKhov

32 Rifle Div Moves up to the Volkhov

Facing them was 34th Army with 31, 32 and 33 Rifle Divisions. As in Phil’s original game, we used Tim Gow’s Megablitz SMART counters to codify the tactical stance of the two sides, but we retained the NQM table 12 winning the firefight for resolving combat. Phil’s movement table was used.

First Bridgehead over the Volkhov

First Bridgehead over the Volkhov

During the course of the game, 33 Rifle made no progress attempting to break into NOVOGOROD, contenting itself with demonstrating outside. 32 Rifle forced a crossing over the River Volkhov, and broke into the main line of 30 Inf, but was forced to withdraw as a spent force. 31 Rifle was more successful, with one of its regiments finding the northern flank of 30 Inf, and bypassing it.

Hier ist die Luftwaffe!

Hier ist die Luftwaffe!

The Luftwaffe  was more active than over LENINGRAD, and succeeded in driving off Sturmovik regiments and inflicting some damage on one of the river crossings, but failing to destroy either.

They Couldn't Hit a Barn Door at this Dist....

They Couldn’t Hit a Barn Door at this Dist….

The month ended with NOVOGOROD surrounded but the Wehrmacht falling back in relatively good order until the Rasputitsa halted all movement in the north for a month.

High Water Mark

High Water Mark

Post Game Ideas that were Discussed:

  1. Allow attacks from troops that share a square edge in common, but not corners.
  2. Ranged support troops (artillery, AA) can be further back.
  3. Air assets can be placed on airfields or baseline at the start of the game. They must roll an appropriate number to activate a sortie (or perhaps get the first one free), then return to base and reactivate when they reach an appropriate score – perhaps reducing the number by one on each subsequent attempt, perhaps not..
  4. Recce and Engineers show hits on their main (E3) or (R3) stand, but the markers can show where the actual effort is going in.
  5. Defences need to be shown in a fairly abstract manner

 

1 Comment

Filed under "Rules" Explanations, 15mm Miniatures Wargames, Axis War Diary, Eastern Front, Land Battles, Rules Examples, Soviet Army, Soviet War Diary, Wargames, Wehrmacht, WWII

Midwinter Reflection

2 Guards Mechanised Form Upo For the Attack in three columns2 Guards Mechanised form up for the attack in three columns of march

The fall of MOSCOW airfield marked the end of Phil’s visit to the games table. He left his Boxfiles behind as he plans to come back before New Year’s Eve. Naturally, I took the opportunity to photograph some of the contents and slot pictures into the orbats in place of some of my dodgier place-markers. A bit of rounding off happened too, during which the northern thrust around MOSCOW finally broke through the exhausted defenders. A hasty counterattack took back the airfield and southern defences, though not the eastern side of the riverbank. Flying into MOSCOW was going to be a precarious enterprise from now on, as the eastern end of the field would be under fire from across the River MOSKVA.

Over the past 30 years, head-on armoured battles have been a bit of a rarity (as you might expect from rules titled Not Quite Mechanised). During the course of the day I had been reflecting on the last time that armoured forces clashed at GAZALA. The comment then had been that something more formal was needed to cover the gaps. Phil is developing NQMsquared (or Megablitzsquared) and I’m happy that he is troubling to do the work on a system of squares that I enjoy playing, but don’t want to develop myself.

1 Shock Army is about to run head on into 7 Panzer Division in a mini PROKHOROVKA, so the battle rules will run like this:

As the lead elements of mobile forces run into each other, there will be an initial point contact as one or more bases touch each other at the head or front rank of the column. Resolve each combat in the normal way for winning the firefight.

When mobile stands fight enemy stands of different armour value in this way, everyone at the point of contact may choose which stand to direct their fire onto.*

The winner may:

  • Advance in contact (if mobility = or better than enemy mobility).
  • Hold fast.
  • Break off combat (if mobility is better than enemy mobility, or the enemy does not wish to remain in combat) to make contact with a command or logistic stand, where they can reorganise pins away as long as they are out of contact with enemy bases and not under fire from artillery. This takes a whole move.
  • Reinforce the combat with any other troops that are mobile enough to enter the combat.

The loser may:

  • Fall back in contact with the winner, if the loser is mobile enough (otherwise the loser can be bypassed if the winner chooses, and be engaged by follow-on forces who so choose).
    • If the enemy does not wish to advance, the loser may remain in combat for another round, morale permitting.
    • If the enemy wishes to remain in contact with the loser, and is mobile enough, he may do so.
  • Break off contact (if loser’s mobility is better than enemy mobility).
  • Fall back behind unengaged friendly troops, who will halt the enemy and engage him.
  • Mobile logistic stands can fight, but must fall back to their maximum limit in the face of the enemy as they attempt to fight.
  • If logistic stands are in prepared defences, they can halt a mobile enemy and fight, but can only halt non-armoured troops.
    • This means that armoured troops can choose to pass through logistic units without fighting them.
    • If logistic troops lose a combat from a defensive position, they must fall back in the normal way.
    • If they are passed through as described they may remain in position.
  • Fall back out of combat, into contact with a command or logistic stand, where they can reorganise pins away as long as they are out of contact with enemy bases and not under fire from artillery. This takes a whole move.

Example 1:

  • A PzIII stand (M armour, M gun) contacts a T-70 (L armour, L gun). The PzIII puts a pin onto the T-70 which elects to fall back.
  • The PzIII is joined by a SdKfz stand (L armour, L gun) from the second rank of the advancing column, as it advances to maintain contact. On the second round of combat the T-70 takes two pins and chooses to fire at the (L) Sdkfz causing one pin.
  • The T-70 falls back again to find a logistic stand but the Fascists advance to keep it in contact and are joined in the front rank by a command stand. On the third round of combat the T-70 takes no pins and chooses to fire at the unarmoured command stand, treating it as a (M) gun firing at a (L) target** causing one pin.

It can be seen in the picture at the top of the page that 2 Guards Mechanised Division is formed up in three columns of attack. Each column has armour at the head, followed by supporting infantry, then support (S), command (C) and logistic (L) stands.

*British commanders in the Western Desert complained on occasion that their anti-tank gunners shot up softskins in preference to armour, as it was easier to ‘brew them up’

** Remember that all armour and gun values are relative to each other. We reason that 45mm guns firing armour piercing (AP) at medium tanks would have a light effect, but the same guns firing AP or HE at unarmoured targets would have a medium effect.

Leave a comment

Filed under "Rules" Explanations, 15mm Miniatures Wargames, Rules Examples, tank, Wargames, WWII

The Battle of Bir Bar ‘el – Breaking into the Position

0600hrs – Crossing the Start Line

Bersagliari under Artillery Fire

  1. 14th Infantry  Brigade Artillery (14ARTY) laid a barrage onto the northernmost enemy strongpoint of 1 medium CU scoring 5 against the medium strongpoint, scoring 1 red pin or pip (1M=5>M=1). Bersagliari tested for morale for coming under fire for the first time, scoring 4, which was OK
  2. 1st Bedfordshire and Hertfordshire Regiment (1BEDS&HERTS) advanced to contact with the enemy and each stand of 3 bases opened fire scoring 2 pins (2L=5+6>M=2).
  3. V Bersagliari Motorised Battalion (5BERGn) returned fire with 1 light die scoring 1 pin (1L=4>L=1)
  4. In the first move, 1BEDS&HERTS have inflicted three pins on 5BERGn and received only one in return, so in the next move they can close assault the strongpoint.

Winning the Firefight

0700hrs – Close Assaulting the Northern Strongpoint

  1.  There were no unwounded stands left in the northern strongpoint, so if 1BEDS&HERTS close assaulted, they would just walk over the position, capturing anyone who was in there.  5BERGn were veteran troops however, and passed a morale test for 50% or over casualties scoring a 6! so the Battalion Commander decided that a fighting withdrawal was in order. 1BEDS&HERTS occupied the position. Their supporting Valentine tanks from 4th Royal Tank Regiment (4RTR) declined to pursue the fleeing enemy until the infantry had reorganised, on the grounds that the enemy had probably covered his lines of retreat with anti-tank fire.
  2. The 1st battalion Black Watch Regiment (1BW) advanced to contact in a co-ordinated brigade attack against the southernmost enemy strongpoint and began the firefight (2L=5+3>M=0).The attack stalled as the defenders returned fire (1L=6>L=2)
  3. 14ARTY laid a barrage  of 1 medium CU scoring 2 against the medium strongpoint to the south, to no effect. The attack remained stalled.
  4. The supporting Matilda battalion of the 1st Royal Tank Regiment (1RTR) began a duel with the DAK 5cm anti tank detachment to their north (DAK PaK). 1RTR (1L=3>M*=0). DAK PaK (1M=6>H=1).

 Black Watch Advance to Contact

0800hrs – Black Watch Continue the Firefight Against the Southern Strongpoint

  1. The tank/anti tank duel continued in the south with more sound and fury than actual damage: 1RTR (1L=3>M*=0). DAK PaK (1M=3>H=0), the PaK was now out of ammunition and could only withdraw next move, or sit tight awaiting a close assault.
  2. 14ARTY laid a barrage onto the southernmost enemy strongpoint (1M=4>M=1). 5BERGs had now received 50% casualties and failed a morale test on 2.
  3. 132ARTY fired on 1BW (1L=4>L=1). 1BW had received 50% casualties and failed a morale test on a 2, becoming disorganised.
  4. 1BW settled into a firefight with 5BERGs causing a permanent (black) casualty (2L=4+5>M*=1) and receiving . 5BERGs failed their 50% morale check on a 1, also becoming disorganised**

0900hrs – Black Watch Win the Firefight Against the Southern Strongpoint

  1. 14ARTY continued to bombard the southernmost enemy strongpoint to no effect (1M=3>M=0).
  2. 132ARTY switched fire onto 1BEDS&HERTS (1L4>L=1).
  3. 1BEDS&HERTS closed to effective fire range against the Southern Strongpoint (2L=3+5>M=1). At this stage the combined attack of two battalions had won the firefight and could advance to contact in the next move. [In the picture below, the 3 stands could have black pins stuck into the bases, or be depicted by casualty markers as shown here]

Black Watch Win the Firefight

1000hrs – Beds & Herts Follow Through to the Defenders Gun Line

  1. 14ARTY continued the barrage on the southernmost enemy strongpoint 5BERGs. The fall of shot was doing more damage now (1M=4>M=1).
  2. 132ARTY continued their barrage on 1BEDS&HERTS (1L=5>L=1).
  3. 1BW mounted a disorganised close assault with only one effective fighting base (F1) against the zero strength 5BERGs, which was automatically overrun. RHQ was unable to offer supporting fire to 5BERGs, as they were disorganised.
  4. The Valentines of 4RTR supporting 1BEDS&HERTS brought 132ARTY under direct fire (1L=6>M=1) causing 1 pin.

Valentines Charging the Guns!

1100hrs – The Enemy is Defeated

  1. In a bold move, the Matilda battalion 1RTR  passed through the Southern Strongpoint and broke into the RHQ position in fine style but caused no enemy casualties (1L=2>L=0) and received none in return*** (1L=4>H=0). The Tank Terror rule was not appropriate here as RHQ had organic anti tank assets. By doing this, 1RTR prevented RHQ from putting in a potentially devastating counter attack. [See picture below]
  2. 4RTR‘s Valentines closed with 132ARTY causing another pin (1L=6>M=1) and receiving no casualties in return (1L=4>M=0) – I really was not making these die rolls up!
  3. 1BEDS&HERTS mounted a well-coordinated close assault with two effective fighting bases (F2) against the single strength point remaining of  132ARTY (S1), which was  overrun as this strength point was defeated in close assault by the attacking infantry (F3= 6,5>S1=5). [See picture above]

Black Watch Close Assault

This battle would conclude with 14BDE consolidating on the positions that it had won and reorganising. The supporting tanks would reorganise, following British doctrine, behind the defending infantry. Logistic elements would move forward to resupply the infantry and tanks

It is worth noting that throughout, I have tried to describe as much of the ‘battle’ as possible using language that would be familiar to the commanders of the day. I find battles personally more satisfying doing this than if the language of wargaming is used, as I use games to try and understand the history of the period, as well as being an enjoyable pastime.

This worked example supercedes the earlier Battle of WASHBOARD RIDGE.

Footnotes:

The notation used here is a sort of Chess-style notation that allows me to record the salient points of solo games for future reference, and to keep track in campaigns. For this game I decided that the first people to come under fire would take a morale check, and everyone would at 50%.

* I count most Atk guns as Medium in defence when tanks are firing against them, to reflect the anti-tank guns’ low profile and camouflage, as here.

** disorganised units cannot take advantage of supporting fire, and are automatically overrun if close assaulted.

*** Tanks do not close assault. They drive into an enemy infantry position as they please, but if the infantry do not surrender or run away, then the tanks are treated as light targets in the next move when close assaulted by the defending infantry  if they are unwise enough to stay on the position. See Männer Gegen Panzer to get a feel for what is going on tactically.

2 Comments

Filed under "Rules" Explanations, 15mm Miniatures Wargames, 8th Army - British and Commonwealth, DAK, Italian Army, Rules Examples, The "Rules", Western Desert, WWII

Battle of Bir Bar ‘el

Since explaining combat in the  Battle of WASHBOARD RIDGE, infantry stands have been reduced in strength by 3, reverting to the original version of NQM. See how this works with a combined infantry and tank brigade assault against  a defending battalion with anti-tank support.

2018: For the NQM Corps Scale Orbat, a battalion is s3 as opposed to the s6 example below.

 

Order of Battle – Allies

 Beds & Herts orbat at the Battle of Bir Bar 'el

 Black Watch Orbat at the Battle of Bir Bar 'el

 

Order of Battle – Axis

 

  • 8th Bersaglieri Regiment (Motorised) – 1 Comd car + 1 Mortar + 1 47mm Atk (CS3)
  • Attached from DAK1 50mm Atk (S2) +1 Limber (L2)
  • V Motorised Battalion 2 Trucks (L3)*, [ Bn Comd + MG + 45mm Mortar (CS3)], [ 3Rifles (F3)]
  • XII Motorised Bn detached to support Ariete

*(The Motorised Bn could equally be protrayed as two single truck stands  of strength CS3 and F3. If I do that , I usually put some infantry in the back to show they are not just Logistic trucks)

Italian Orbat for the Battle of Bir Bar el

 

 

 

3 Comments

Filed under "Rules" Explanations, 15mm Miniatures Wargames, 8th Army - British and Commonwealth, DAK, Italian Army, Italian Army, Land Battles, Orbats, Rules Examples, The "Rules", Wargames, Western Desert, WWII