Tuesday 14 February 2023

More WW2 games using tank on tank rules

I have been playing a few more WW2 games using the Tank-on-Tank board game rules. This post has a few notes on adjustments to the rules for them to be used with free movement on the tabletop, and a battle report on the action at St James Road (a scenario from the book “Wargames” by Donald Featherstone).

First off the rule adjustments to Lock and Load Publishing's Tank-on-Tank board game series (West Front, East Front, and digital versions on the Steam platform). An online copy of the rules can be viewed here.

  1. One hex equals 8” on the tabletop. I have been playing on a 6 by 4 foot tabletop longways which means the action is more condensed compared to the board game’s map. I could have opted for a hex equals 6” for a less condensed game, but went with 8” for the look and feel.
  2. I use more terrain features than the board game, particularly fields, which make infantry much more useful in the game. They can be used for holding positions to delay advances.
  3. Fields are represented by hedges in the game and any unit within 2” of a hedge is treated as being in cover. Treating them as area terrain rather than linear terrain aligned with the rules where a unit is in an area of cover. Linear terrain presented problems for the combat mechanism if one of the attacking units was not shooting through the hedge, raising the question of whether the unit was in cover of not. I applied this same approach with trees, any unit within 2” of a clump of trees was in cover.
  4. Fields did not block line of sight, just provided cover.
  5. 2 action points allowed smoke to be laid down by artillery on an enemy unit. The enemy unit could not combine with other units to shoot and all units shot at would be treated as being in cover. I limited the amount of smoke used to twice per game.
  6. Self-propelled AT guns (eg STUG III) are treated as personal units and cannot move and shoot.
  7. If an infantry unit moves within 8” of an enemy unit, then artillery can be use to bombard the enemy unit.
  8. Units cannot move to within 4” of an enemy unit.

Game report

The objective for the attacking Germans is to capture the crossroads. They will start with their forces positioned behind the embankment.

The map from “Wargames” by Donald Featherstone was used as a guide to set up the tabletop.

Order of Battle

British (Defenders)
  • 1 x Sherman Firefly
  • 2 x Shermans
  • 2 x 6 pounder AT guns
  • 1 x 17 pounder AT gun
  • 1 x 25 pounder artillery
  • 3 x infantry
  • 1 x armoured infantry
German (Attackers)
  • 2 x Panthers
  • 3 x Pz IV
  • 1 x 75mm PaK40/3 38t
  • 1 x armoured car with mounted 75mm (the old Airfix one)
  • 1 x Wespe
  • 3 x armoured infantry
  • 3 x infantry
The British defenders have positioned their two 6 pounder AT guns near Red farm and the 17 pounder AT gun well back on the hill near the crossroads. The three Shermans are being used as a mobile defence between Copse Hill and the woods.

The tabletop setup with the defending British in position.

This is the fourth time I have played the scenario and opted to have the British defences positioned in greater depth.

German forces ready behind the embankment to launch their attack.

German armoured infantry quickly moved to secure Copse hill, while British tank units gradually ceded ground.

Some more early success for the Germans who have eliminated one of the AT guns near Red farm, but have lost an infantry unit in the process. 

Smoke is laid down to provide cover for the advancing Pz IV’s. The Panthers can be seen positioned on the embankment providing support to the attack on Red farm.

The Panthers advance. The tokens indicate HQs units.

The last resistance around Red farm is dealt with. The Germans are in a strong position to make their advance on the crossroads.

Some accurate shooting from the Shermans and 17 pounder (with its increased range for being on a hill) all but nullified the German attack destroying both Panthers and one of the Pz IVs.

In an attempt to reverse their situation German armoured infantry try to dash up on the British right flank, but it was easily dealt with by the infantry positioned in the woods.

Unable to make any dint in the second British defensive line the Germans withdraw.

So this was the fourth time playing the scenario and it is all even with two games apiece. One additional rule modification I am considering is allowing HQ units to spend 2 APS (action points) and move an additional 8”.

22 comments:

  1. Good looking game, Peter. Not sure how I would approach attacking these defenses along a narrow frontage.

    ReplyDelete
    Replies
    1. In the games played, I found the attackers need to overwhelm and quickly deal with Red Farm and Copse Hill defenders. While the defenders need to avoid committing their tanks too early.

      Delete
  2. Thanks Peter, I love the Featherstone map, even though modern full colour stuff is lovely, there is just something so right and wargamery about those old pen and ink maps.

    I have bookmarked this for future use, just a nice size game that I think would be useful when I explore Rapid Fire.

    ReplyDelete
    Replies
    1. Indeed, an ideal game for Rapid Fire. I am very tempted to get the Rapid Fire Reloaded rules.

      Delete
    2. The booklet is very good and all of the vehicle / unit stats are on-line. They do two additional booklets in the same series, one gives extra rules to try and bring the coverage up to the standard that is in the main rule set and the other is four Canadian based scenarios.

      Delete
    3. Thanks Norm. I saw it on Wargames Vault.

      Delete
  3. A great looking table and game Peter. Good to see the British defenders were able to blunt the German attack!

    ReplyDelete
    Replies
    1. Thanks. A defence in depth seems to be the way to go with this scenario.

      Delete
  4. Great report and lovely looking game Peter.

    ReplyDelete
    Replies
    1. Most of the terrain is scratch build, except some of the trees.

      Delete
  5. Enjoyed your report. Thank you.

    ReplyDelete
    Replies
    1. Glad you enjoyed the report. The scenario is quite re-playable, this was my fourth game.

      Delete
  6. looks cool. A nice variety of AFVs. what scale are the tanks?

    ReplyDelete
    Replies
    1. 20mm. I started collecting again when I returned to historical wargaming after a 25 year break.

      Delete
  7. Great stuff Peter, and thank you so much for sharing your rules mods. I'm curious, could you share the rationale behind penalizing the SP AT?

    V/R,
    Jack

    ReplyDelete
    Replies
    1. Hi Jack, I wanted to differentiate between tanks and SP AT and the benefits of a turret. I am also tempted to increase the SP AT defence by 1 if they had a low profile. For example, STUG III would be a 10/10. I hope that helps, Peter

      Delete
    2. Yes, that's perfect, thanks for the explanation, Peter. I know some rules that try to replicate the 'shoot and scoot' by allowing dedicated tank destroyers (I always think of the Hetzer, in particular) to fire and then move away.

      V/R,
      Jack

      Delete
    3. The option of shoot and move, and not move and shoot is a nice limitation.

      Delete
  8. I played this with Aiirfix infantry combat group and germans in 1973...still rember it

    Colstream Guards vs Panzer Grenadiers



    The troops were badly painted and fell over ...no one based then

    Rules worked though I used an Airfix Tiger and 25 pounder Ww1 guns

    What's the base size

    ReplyDelete
    Replies
    1. My bases are 4x3 inches for vehicles and 3x3 inches for infantry. I to remember getting the figures to stand without bases was always a challenge, even with good eye sight and nimble fingers.

      Delete
  9. PS since finding this blog my interest in watgaming has come back with a vengeance

    Thanks

    Pete

    ReplyDelete
    Replies
    1. Great to hear. I only returned to historical wargaming since 2015.

      Delete