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wargame rules wargaming world war two

Peter Pig, grids and another game

Peter Pig (PP) have a history of promoting rules which are a little bit different in an engaging way. For the gamer there is an enrichment with pregame activity and this also helps the soloist. For those who like total control and the key variable simply to be them – the general’s actions, then these rules may seem too restricting.

Poor Bloody Infantry (PBI) is PP’s WW2 game. And I say game advisedly. Although PP makes clear that the rules have been well researched to enable necessary compromise for game play, the purpose is an enjoyable game between well matched forces.

The key differences I guess are the prebattle steps, then the use of large control grids (no tape measures please) and what once used to be novel – unit activation.

The success of PP over the decades has seen many other rules writers copy the pregame idea and certainly utilise the activation sequences. PP has a long history of rules development and making a real effort to “design in” their research while retaining game play.

I wanted to get my latest painted figures on the board again, so opted for a PBI game as it had been a few years since I played it. In fact I had to rebuy the ruleset as I had got rid of my original copy in a massive clear out of all wargame things post 1735! Silly me.

Narrative Background

The Vossackians had surprised the Azorians who had over extended their advance and were forced to retreat. The resulting chaos with only a single main route caused the Azorians many problems. The Vossackians failed though, to fully capitalise on the situation. As a result of being well forward, Senior Lieutenant Saray was ordered to advance on a road junction which appeared to be of value to the Azorians in their retreat.

As it happened Captain Turner had orders to secure the same road junction to protect other nearby routes of Azorian retreat.

Both commanders were advised that supporting troops would soon be provided.

As dark clouds gathered overhead the two forces unwittingly collided.

The Forces

Vossackia – Senior Lieutenant Saray had 3 platoons of rifleman, SMG’s and LMG’s. Junior Lieutenant Zhelezo and Junior Sergeant Stali led a platoon each. The platoons were slightly mixed up owing to allocation of replacements and issues with logistics.

Azoria – Captain Turner had Garand armed rifle platoons supported with BAR LMG’s. The Azorians had suffered in some previous actions so were not up to strength. Lieutenants Bacon and Bean led a platoon each.

A Map is to be found at the end of this post.

Lieutenant Bean and his platoon crept along the main road seeking what shelter they could. At least they had reached the road junction without incident.

Note the tough hedgerows! they make a grid harder to leave in PBI. Cover affects movement in an abstract but logical way.

Activation is about mobilising possibly reluctant movement by soldeirs under direct fire. As you will see lack of movement and even pinning the opposition is key to allowing your own freedom of movement.

Peter Pig use groups (figures assumed based together). Rifle figures are in 3’s and LMG’s are in pairs of figures. SMG’s are in 3’s while leader groups can be 2 or 3 strong.
Lt Bean brought up the rear. He had good activation to get to the road junction.
Hang on I can see movement beyond that building in the distance…………..
SLt Saray calmly responded to the excited shout of Junior Sergeant Stali – enemy spotted…..
to the south of the main road and east of the South Lane, Lt Bacon had occupied a position which looked defendable. Not a moment too soon as Junior Lieutenant Zhelezo pushed his men forward
A section of Vossackian rifles rushed a nearby group of buildings
SLt Saray had quickly directed fire on the exposed leading section of Lt Beans platoon
further damage was inflicted on Beans platoon on the Main Road. JLt Zhelezo gathered his men and exhorted them to be brave and unafraid as they assaulted the Azorian strongpoint. Lt Bacon was confident.
Lt Bean’s platoon meanwhile was taking a hammering up on the main road
however a rash attack on the road junction by SLt Saray ended in disaster for the Vossackians
JLt Zhelezo and his men continued to soften up the Azorians in the strongpoint, always building their momentum for an assault
Although driven from nearby buildings the Vossackians had now built up some strength. Captain Turner had also responded by sending more of his men to support Lt Bacon.
At the road junction Lt Bean with the remains of his platoon fought off ever increasing numbers of Vossackians
Another assault goes in at the road junction with further damage being done to Lt Beans exhausted platoon
Lt Beans platoon or what remained of it were isolated and surrounded – overrun……
The Vossackians took the road junction and were presented with the whole flank of the Azorian position as the fight for the strongpoint had sucked in most of Captain Turners reserves. At the strongpoint the Azorians were suffering.
shattered Lt Bean stayed in cover at the road junction. The Vossackians pressed further west. Now Captain Turner had begun to extract some men from the strongpoint but it looked too late.
Captain Turner came under attack just west of the road junction in another strongpoint
The fight at the East strongpoint was still being hotly contested, but finally Lt Bacon’s strongpoint position was overrun
And then the Azorians got lucky – a minus 6!
The heavens opened and it turned pitch black in an instant, the Azorian Captain Turner retreated while his two trusty Lt’s Bacon and Bean still actually held their positions – grilled and baked!

Game Over!

This battle narrative came from the actual game. It was most enjoyable seeing the encounter fluctuate before ending. PBI tells you that “ebb and flow” is part of the game design.

Some more PBI rules came into play during the game.

First was the arrivals of troops. In the pregame journey on the equivalent of a snakes and ladders board the Vossackians with the advantage failed to get a clear superiority in numbers and prevent the Azorians gathering sufficient forces for the action.

The Vossackians posture under the rules was agressive while the Azorians was only responsive.

I think the rules are good at covering troops on the board at game start and those being fed in. Another variable to add flavour.

Three objectives had to be taken by the Vossackians for game victory.

  • The East Strongpoint
  • the Road Junction
  • The West Strongpoint
The Map

A countdown tracker starting at 23, and reducing, using 1d6 per turn meant game length was unknown.

The battle started well for Vossackia as the Azorians advanced allowing early contact and then finding the dice rolling for them. The Azorians quickly lost any parity on forces.

But later the rules around activiation started to work against the Vossackians at the critical moment. Things also slowed at the wrong moment.

To cap it all the countdown dice rolled for the Azorians with too many 6’s including the last one when the tracker was at 5. So the game ended early.

Cue – mega thunderstorm.

The positives are you get a fairly quick game – no measuring movement or ranges helps.

The abstraction that allows close proximity of opposing forces requires a bit of getting used to. I used the 6″ grid for 15mm with 20/25mm or 1/72 size figures. Maybe an 8″ (for 28mm figure) grid would give a better look.

What looks like contact isn’t. Contact is a process called assault and requires a lot of momentum to achieve.

The abstraction includes the proximity of the figures who spend some time in adjacent grid squares waiting to build momentum for an assault or simply erode the enemy through fire. The latter requires a decent advantage in numbers but the former is risky without overwhelming force.

The Vossackians lacked any heavy weapons or support which kind of reflected the “encounter” nature of this Scenario. And probably meant the Azorian victory was the right outcome.

Verdict is I will play PBI again.

I use a 2006 edition of PBI – easily picked up at show bring and buys (when they return) and on ebay. Of course Peter Pig will sell you the latest edition with improvements from over a decade more of game play. And PP also offers a fantastic 15mm range of figures and vehicles which, if I was not hooked up to 1/72, would suit my needs.

Roll on the Vossackian advance in Fauxterre 1930+……

Categories
Mythical Realms wargaming world war two

Fauxterre 1930+ The Observer

Lieutenant Kuznets replayed his orders – ascend the valley side to the small wooded hill south west of the 3rd companies position, securing it and then reporting on any activity observed to the west.

Hill 91 was more than wooded – there was “fight” in it. Lieutenant Kuznets cursed – ripe for ambush.

It seems there was concern about the presence of the enemy. So far the loose talk was that the Azorians were to the south east, so who or what else could be to the west? Rugians?

Meanwhile Lieutenant Grabern looked at his watch, then the sky and finally signalled Sergeant White forward. Grabern thought about his objective – escort the observer to hill 91, wait and protect him/them until they pull out.

The climb to hill 90 was far too wooded for Lieutenant Grabern’s taste. Ambush country….

Straightforward orders though. The whispers were that the enemy were in the valley beyond and that the hill was probably occupied already. It felt like trouble.

Grabern did not like the open ground east beyond Hill 90 – the most direct route to Hill 91.
Grabern having crested hill 90 directs his platoon south east to the building enclosure – here was some cover he could use
Sergeant White secured the buildings and then followed by Sergeant Donovan pushed on
Donovan’s Section held the enclosure
All was quiet and Grabern did not like it – the mist was not lifting which was good and bad – bad not least because the observer would have little to see – surely this mission would be a waste of time!
The observer team moved through the enclosure. Sergeant Bird looked at the sky or rather the mist – this was going to be a pointless task. But orders are orders and he needed to look into that valley.
White was now on top of Hill 91 and the valley drop would begin soon
Sergeant Bird had crested Hill 91 and without any trouble. Maybe this would be a quiet day all round after all? Sergeant Donovan circled round to the left of Whites section moving on the clearing near the very hill top. White then moved through a copse to the open clearing and some swampy ground……….
Too late White saw some furtive movement ahead, followed by a harsh sound of a machine gun opening up. Damn, the Vossackians really were here already………
An LMG team of Kuznets platoon commenced firing on the advancing Azorians
Having broken cover by the clearing both Donovan’s and White’s sections were an easy target. They returned fire as best they could but the target was difficult. At least there was only one of them……..
To their right the Azorians now received new fire from another Vossackian fire team. Donovan’s Section finished off the Vossackian LMG to their front.
To compound matters another LMG opened up to the north – this time on Sergeant Bird himself. Runners were everywhere as Bird told Grabern, Donovan and White he was pulling out.
White and Donovan were already locked in an unequal firefight
Grabern had just arrived on the hill 91 and quickly agreed with Bird that withdrawl was in order – the mission was now pointless as the fire fight heated up
His own section immediately took casualties from LMG fire
White was losing men fast as well
White and Donovan’s sections withdrew, firing as they went
The Vossackians now moved into the clearing to get better fire positions but they also took casualties
The Vossackian southern fire team took casualties as well………..
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Reluctantly Grabern pulled back to cover the observer team and get relief from the Vossackian LMG to the north. In the copse by the clearing White and Donovan were only slowly withdrawing. Grabern wanted them out faster.
It was then apparent that the remnants of White and Donovan’s sections were being overwhelmed.
The observer team had now retired to the enclosure closely followed by some of Grabern’s section sent to hold the enclosure itself. Grabern stayed on the edge of the woodland to give what cover he could to what was left of White and Donovan’s sections
Then as Grabern made it to the enclosure White and Donovan’s survivors broke clear of the woodland and retreated across the open ground for the safety of the enclosure.
Now though, the Vossackian firing died away – fortunately the Vossackians either lacked confidence in numbers, were wary of getting caught in the open themselves or had orders simply to hold the hill.

Lieutenant Grabern continued his retreat back to Hill 90 protecting his charge – the Observer. His platoon had suffered many casualties yet performed well under fire.

Later Lieutenant Kuznets crept amongst his men praising them and checking their condition. He was still wary of what the Azorian intentions were. He had already sent back a runner to report his success at clearing Hill 91. Also he had seen firsthand that these Azorians were well armed and disciplined under fire. Unlike in some of their previous encounters.

Categories
Mythical Realms wargaming world war two

Vossakia and Azoria

Fauxterre 1930+ Rugia is wracked by civil war and Azoria and Vossakia cannot resist getting involved. Their forces initially support the Rugian factions before eventually colliding and then embarking on an unofficial war of their own!

Neither Vossakia or Azoria want to annexe Rugia yet they want to influence the area which is rich in resources. Both sides treat the conflict as a sideshow with consequences for logistics, resources and planning.