Category Archives: The “Rules”

I call them Umpire Guidelines, but if you want to think of them as Wargames Rules then it is a start :O)

2nd Alamein – NQM Squared – The South

44 Inf Div and 7Armd Div

44 Inf Div and 7Armd Div

Having walked through the northern third of 2nd Alamein to see if the real estate fitted (it did), I worked through the head-to-head infantry attack of 44th Infantry Division against Folgore.

Folgore Defence in Depth

Folgore Defence in Depth

The battle commenced with a divisional barrage that put serious disorganisation of 1/3 onto the dug in division (25pdrs M against dug-in infantry M). The infantry then followed this in, winning the firefight and evicting the first line of defences with 100% disorganisation in the close assault.

Ramke Falschirmjaeger Brigade

Ramke Falschirmjäger Brigade

 

I ruled that, being veteran, Folgore could immediately counterattack with its second line of defence, during the second close assault phase and pull its first line of defence out to reorganise. 44 Div were allowed to do the same in the third close assault phase, ending the turn. In future though, I shall restrict immediate counter attacks in the enemy’s turn to veteran troops.

Pavia and Folgore

Pavia and Folgore

This produced a very satisfying to-and-fro battle that left both sides’ infantry at about 50% casualties, with all artillery ammunition exhausted by the end of 4 rounds of fighting.

Folgore and Ramke from Allied Lines

Folgore and Ramke from Allied Lines

Other rulings were that:

Infantry could not pursue beyond their one square range.

Infantry could attack a diagonal square, but only if they were able to attack it orthogonally from the front or flank without interference from enemy on their own front or flank.

In other words, they could not ignore an enemy to their front in order to concentrate an attack on an enemy to their diagonal front, and they can only do this because the one free diagonal move per game turn that they are allowed places the square they wish to attack in reach.

Advertisements

Leave a comment

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

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.

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

How is ALAMEIN Shaping up?

7 Armd Div before being slimmed down

The collection of models for ALAMEIN (and later, Tunisia and Italy) is coming on nicely, but I’m hitting some hard limits on (a) storage space,  (b) how much board space I need to lay ALAMEIN out, and (c) the sheer numbers of infantry needed . YesthatPhil previously posited that the players would be happier with a more formal game sequence and squares to help with directions (I believe the original armies had similar problems with maps and compasses), so there may be some mileage in going to NQM Squared.I’m still not a fan of rectilinear military thinking, but if it gets the job done, it’s a compromise that I’m willing to make.

Phil has paved the way there with Megablitz Squared in an elegant blend of NQM and Megablitz, using PBI 6″ squares. In addition, the work that Bob Cordery has put in with The Portable Wargame concept has made squares much more acceptable to players.

My initial sums on the back-of-a-fag-packet led me to believe that the ALAMEIN front of 40miles (65Km) could fit onto a 6.5m tabletop at 10cm per Km (1:10,000). Trebian’s Shedquarter table is 11 feet, or 22 x 6″ (150mm) squares. If the scale is halved to 1:20,000 then that makes a square about 3Km across. A battalion normally holds a frontage of about 1Km or 50mm.

Megablitz divisions are roughly half the size or smaller than those in NQM, but I have been fighting the Eastern Front at between half and 1/3 scale anyway. It would make sense to write orbats for  these army-level games that more accurately reflect what we are actually doing. This makes a lot of sense for 1943 onwards, where on the Eastern Front, the numbers of units increased along with their firepower, but the manpower shrank as the battlefield emptied in response to the increasing lethality of the weapons employed.

This halves my problem for ALAMEIN. It means some sacrifices in orbat chrome to achieve game room for higher level functions, but the die-rolling grind should be halved:

The first simplification is to remove the distinction between support and fighting stands within the infantry battalion. If a battalion is now S3 instead of S6, this no longer matters. The support will sit at regimental level, and headquarters will sit at divisional level.

I will need to make explicit the defence tactic of dispersed defence in depth to reduce the lethality of artillery barrages, whose main effect seemed to be to impose disorganisation on defenders, and disruption/delay on attackers with casualties as a by product. The German defenders at ALAMEIN do not seem to have suffered excessive  casualties from a heavy set piece bombardment conducted to WWI standards of planning by a highly professional artillery arm, but it did stop thenm from interfering with minesweeping and the initial advance.

Divisional supporting battalions such as Anti-aircraft Anti-tank and artillery will have to express their effect over the area of the division. squares should make this easier. This should free up time for logistic matters that are usually ignored when the combat becomes heavy. I have felt for a while now that I only need to track artillery ammunition and fuel for armoured divisions: no-one else ever really reported running out of stuff down at battalion level.

Small markers that don’t really play a part in the came or occupy real estate can be subsumed into units – namely RMP and FOOs. Single figure markers may be useful here.

7 Armd Div Corps Scale Orbat

7 Armoured Division. Corps-Scale Orbat (March 2018)

The first stage is to play a trial game to make sure that the balance between infantry, armour and artillery is still intact.

4 Comments

Filed under 15mm Miniatures Wargames, The "Rules", Wargames, WWII

NQM .pdf now available

D6

After some 30 years of putting it off, a tidied up .pdf is available for NQM here:

NQM Guidelines

Several ambiguities have been resolved, some explanations are clearer. The Tables, which were in a shocking state after several transfers to different formats, have been tidied up and are now legible in the .pdf. I am still working on them in WordPress, which doesn’t really do maths or science, and can’t hack imports from OpenOffice 😦

… Which perhaps means that my new strapline for NQM should be:

“Tinkered with constantly since 1985”

Oh, and the happy little  D6 above was a present from Tim Gow after the Megablitz Shrivenham game that I air-umpired. It sits on my computer desk and makes me smile,

Happy New Year

6 Comments

Filed under 15mm Miniatures Wargames, The "Rules"

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 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 50mm 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.

 

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

Chris Kemp’s NQM

Welcome to the new low-key NQM Blog. I have despaired of ever kicking the ntlworld website into shape as the bandwidth has been throttled to the point that I will never have enough space to complete the orbat pages. The plan is eventually to migrate the important content over to here. For now, it is the home of my campaign diary.

Find the rules and orbats on  http://homepage.ntlworld.com/nc.kemp/index.htm or http://www.notquitemechanised.co.uk/ or by Googling “Chris Kemp’s NQM” if the link breaks, as it does regularly

4 Comments

Filed under "Rules" Explanations, 15mm Miniatures Wargames, The "Rules", Wargames, WWII