I'm still working on my home grown rules and as you know you have to play test and play test. Once you've done that you play test again!
So the scenario I picked was a fictional one in a historical setting. Western France '44. The allies have to get control of some cross roads at a shelled out town. An earlier recce patrol spotted a platoon of Germans in the town with unknown support.
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Looking from the Allied side towards the town. |
The Allies consist of a mix of numerous equipment. 2 Canadian infantry squads, 1 American squad, and lots of tanks! Remember I'm testing my ruleset so I've included a mix of equipment that normally wouldn't be seen together. The mix consists of 4 Shermans, a Firefly, and a few Churchills.
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The Shermans decide to rush the bridge. Why not? What can be on the other side? An American squad moves up on the right. |
The only way across for armour is the bridge. The infantry can ford across at a couple of crossings.
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A mortar lays down some smoke on the other side of the bridge. The ford to the right of the bridge is undefended! |
Once it was determined that the bridge isn't mined and a ford to the right of it isn't guarded the Allies rush ahead. What they didn't realize was that a squad of Germans started to move up to the bridge while leaving a clear lane of fire for their Pak 40 gun. A Sd Kfz 250/9 was also moving up to lend support and possibly challenge any ford crossings. It was too late.
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Getting across. The smoke screen doesn't help. |
The Pak 40 makes it's presence known and immobilizes the first Sherman across. The next 2 Shermans break right and left and look for cover.
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Fighting for the ford crossing. |
The Sherman that broke right had it's turret take a hit. A critical hit roll was required and the results where good. The driver didn't bail out but managed to back up his damaged tank over the hill and into cover. Meanwhile a squad of Fallschirmjagers rushed the hill above the ford to see if they can stop the Allied squad from getting across. They were too late and got into a nasty firefight with the Americans and were wiped out to a man. At the bridge the immobilized Sherman now had it's main gun knocked out and was out of action. In then nick of time 2 Churchill Mk VII's manage to get across the bridge.
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The Shermans that went left manage to enter the town. |
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A captured Firefly returns fire! |
Hiding in the back the Germans make effective use of a captured Firefly to hold back the Allies.
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A panzershreck team in the ruins. |
The best the Allies can do
is pin down the Pak 40. The Germans rush up a Puma but she's out of her league
and eventually gets knocked out. A Mk IV also supporting the Pak 40 gets
knocked out too.
And that's as far as
we got. The Allies did manage to knock out the enemy Firefly and start to move
through the town. What other surprises do the Germans have?
My ruleset is coming
together nice. They are squad level (1 figure = 1 man, 1 vehicle = 1 vehicle, etc).
The one thing I wanted to attain was a fast pace without simplifying the rules
to the point of stupidity. One way to do this is to allow combined fire by an
infantry squad. Just add up all their weapon values minus the target's defense
attributes and roll for each enemy figure. Armour vs armour works pretty fast
too. Roll for a hit. If successful then determine the attack value vs the
defense value and roll for penetration. There's more to the rules than what I
briefly described. I'll have to do a more detailed description later.
So once the rules are
finished I'll offer them up to whom ever wants to try them.