07 – Phases, Move

Chris Kemp’s Not Quite Mechanised

Free .pdf copy of the guidelines for personal use.

STARTING THE GAME

SEQUENCE OF EVENTS :

1. Write new orders.

2. Move to contact and run reconnaissance sequence, if needed.

3. Decide level of attack. Preliminary bombardments. Remove Artillery ammunition.

4. Run the firefight sequence. Check morale if casualties force it.

5. Apply morale results if appropriate.

6. Run the close assault sequence. Check morale, if casualties force it.

7. Counter-attacks

8. Reorganise and resupply. Remove ammunition from Echelon. Remove disorganisation markers.

9. Move to next event.

MOVEMENT

MOVEMENT RATES

For campaign map moves, allow six to twelve times the hourly rate per day, to allow for halts etc. The Advance in Contact rate is used for attacking troops who break into a position, or fight through an area forcing the defender to withdraw. The Road March move rate normally only applies to Echelon or Transport and HQ units on good roads. The lead fighting elements of a unit move at the Move to Contact rate unless moving non-tactically on roads, in which case they move at the Road March move rate.

 

MOVEMENT RATES TABLE 

For a really fast way of doing movement – see the FAQ page Move to   Contact   Advance in Contact Road March/Rout  
Lt Recce   5 kph 2kph* 10kph ** *only against Lt recce, otherwise as for foot or armour
Armoured 3kph 1kph 6kph **Also Armour on Tk Tptr units
Foot 1kph 0.5kph 2kph  
Motorised 3kph 0.5kph 9 kph  
Cavalry/ Cycle 2kph 0.5kph 3kph  
Horse Drawn Transport 2kph  

Further penalize movement  for congestion etc.

REAL ESTATE

Table 2

Frontages

Column Depth

Use the lower limit

and the upper limit

in close terrain

in open terrain.

This table 

Company

300m

300m

 shows the space

Company in Defence

3-500m

300m

 that a unit

Battalion

1-2 Km

2 Km

 occupies on

Battalion in Defence

1-2 Km

1 Km

 the ground. 

Brigade/Regiment

4-7 Km

8 Km

Division

10-15 Km

24 Km

 
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2 responses to “07 – Phases, Move

  1. Dave Carter

    What is the function of the real estate table in NQM?

    Does it relate to base size and ground scale? ie. a 30mm infantry base and a 1:10,000 ground scale would mean a company occupies a 300m square area (which sounds about right).

  2. Hello Dave,

    Yes , you are absolutely correct. The Real Estate Table is there to facilitate exactly that sort of calculation. I put the table in originally to help me in the NQM campaign as I was scaling bits of the map to the tabletop.

    Normally, my 25mm washers allow a battalion to attack on a frontage of, say 4 companies base-to-base giving 100mm or an equivalent 500m on a stated 1:5,000 ground scale. this is obviously half the minimum frontage for a batallion even when closed up, but right for 1:10,000. In the early days, my 20mm stuff was on larger bases.

    Although the stated scale of NQM in the Umpire Guidelines (“rules”) is 1:2,500 to 1:10,000, I will often play sections of the front at much smaller resolution. An example would be the Battle for Girovka Bend, which covers from KHARKOV down to GIROVKA. This is a good 250Km+, which on Ian’s Vicarage 2m+ long axis table gives us a ground scale of roughly 1:100,000.

    1:100,000 gives your 30mm base (25mm for my washers) as occupying 3km, in other words, as much space as a spread-out battalion. So in the GIROVKA battle, my NQM battalions masquerading as understrength divisions were operating on a 10cm frontage of about 4 stands, equivalent to10km. This is still roughly correct going by the real estate table. For reference, the scale that Tim Gow operates at with Megablitz is 1:25,000

    Thanks for the question, hope this helps.

    Kind regards,

    Chris

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