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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 1 of 2

In addition, SPs cannot fire after moving to a new hex,


The Weapons and Tactics of which limits its usefulness during armored breakthroughs
SQUAD LEADER since rear area enemy units are safe from advancing fire and
by Lorrin Bird can reorganize and counterattack in relative safety.
It is a relatively common mistake, however, to forget the
While Squad Leader represents a significant breakthrough severe limitations of the SP in view of its superior armor,
in the simulation of tactical combat due to the innovative usually good speed and powerful weapon and use it as a tank
weapon systems, turn sequence and combined arms during breakthrough attempts. At Kursk, the Germans
interrelationships, it has also left quite a few gamers completely overlooked the tactical difference between tanks
floundering on the jetties of confusion, wondering how to and SPs, and attempted to use the premier SP of that period,
coordinate all of the diverse and strange weapons and units the Elefant, in both a support and exploitation role. While the
towards a given objective. Many “old time” wargamers with Elefant proved impervious to the Russian anti-tank fire and
absolute command over the mechanics and stratagems of the did manage to create a breakthrough of sorts, when swarms of
PanzerBlitz series of games have admitted to being totally Russian infantry attacked from the flanks the giant SPs were
perplexed with having to prepare an assault on Hill 621, due to unable to effectively defend themselves due to the limited
a lack of handle on the capabilities and best uses for the traverse of their 88s and a lack of machine guns, and they
assault force at their call in the combined arms context. were destroyed. It’s also interesting to note that the Elefants’
In order to bring a modicum of logic and order into the rearward gun position eliminated any possibility of it carrying
spectrum of Squad Leader’s multitude of new unit and protecting the infantry which are so important to SPs (so
capabilities, and enable one to play a “smart” game of Squad that their flanks can be defended against hostile infantry),
Leader without being totally overwhelmed by lack of feel for which indicates a very poor SP design.
micro scale tank and infantry forces, a study of unit While SPs are very cheap to construct due to the
performance in past games was performed along with an elimination of the turret, and they formed the nucleus of
analysis of the game mechanics and statistics. Hopefully, the Germany’s tank destroyer force (more STGIIIs were built
information that was put together will bring some than any other tank or SP), they are not tanks, and should be
understanding of weapon and unit limitations, capabilities and relegated to a support role where their armor and guns can be
optimum use so that the playing pieces can be orchestrated utilized in relative safety. Breakthrough duties should be
into a mutually assisting effort, where each unit supports the reserved for the more flexible tanks, which are better suited
overall goal of the force. The following paragraphs represent for survival in a hostile environment, and can more fully
a discussion of the most misunderstood units and tactics in exploit the sudden sweep into the enemy’s rear areas.
Squad Leader, and the part that they should play in the game.
TURRETED AFVs
ASSAULT GUNS As previously indicated, the “textbook” roles of the SPs
Squad Leader represents, to my knowledge, the first and tanks are fairly distinct and identifiable, and the tank is
attempt in either a board or miniature wargame to make a real primarily the tool for exploiting to the utmost any openings in
differentiation between the assault gun and the turreted tank, the enemy’s defensive line. This should be carefully noted
and the difference is quite significant from a tactical especially when forces are being selected in “scratch” games
standpoint. so that a balanced force can be obtained. SPs can cause
In Panzer Leader, an STG III counter was really no breakthroughs, but tanks provide mobility and improved
different than the Tiger I or Panther with regard to the survival behind the lines.
mechanics of attack, defense and overruns, and the In addition to forming the spearhead of offensive actions,
peculiarities of the assault gun never really came to mind. tanks also can greatly assist the SPs when a defensive posture
Even many miniatures rules, which can boggle the mind with is required by helping the infantry to guard the flank
the trivialities they incorporate, failed to address the lack of approaches to the workhorse SPs, who should be in the thick
offensive and defensive mobility of a gun fixed on a tank of things.
chassis, but in Squad Leader the difficulty of the SP in As an aside, it has been observed that Squad Leader’s
countering flank threats was identified, and the need to pivot game system has sidestepped the problem of command control
the vehicle to fire on targets outside the covered arc was and unit communications, which puts all of the different
penalized by a +4 modifier to the dice rolls (turreted AFVs, armies’ tank and SP units on a fairly equal tactical footing, in
which can rotate the gun while maintaining a stable gun base, addition to having tanks with essentially the same
only suffer a +2 roll modifier in comparison). The reduced characteristics (armor and gun effectiveness). Since the
accuracy of the SP in engaging flank targets during the Russians went through almost the entire war without the
defensive fire phase created a peculiar vulnerability of the widespread issuance of radios to their tankers, it would be
vehicle to threats from outside the covered are, and certainly interesting to add some mobility and coordination penalties to
reduced the overall effectiveness of the weapon system. the Soviets with regard to maximum unit separation distances

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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 2 of 2

(WRG recommends fifty meters for the spread of non-radio within the two hex range of the weapon, and the bazooka’s
AFVs from one another, 200 for all others). Such a rule effectiveness against the flank of the halftrack rises to a
would add tremendous realism and complexity to the Russian stupendous 43%. And with flame and bazookas, the enemy’s
player’s task, and would depict the advantage in mobility, lighter vehicles can be picked off from the relative safety of a
flexibility and tactics that the panzers held over the Soviet trench or building, without the need of exposing 4 or 5 units to
tank units. the vagaries of close-combat morale rolls which might leave
While the discussion of tanks and SPs may sound like a them stranded in the open.
rigid system for governing their use, flexibility and judgment Used in conjunction with roadblocks, infantry and an anti-
are still necessary in order to respond to new and unforeseen tank gun or two, flame/bazookas can realize their ultimate
situations, and to make do with whatever resources are purpose in the destruction of those vehicles which are lightly
available. If an assault supported by tanks and exploited by considered but of primary importance in mobile warfare, the
SPs seems feasible and feels right, forget what I said and blitz transport units.
away. As briefly mentioned earlier, the inability of the bazooka
projectile to consistently penetrate 1.8” of armor is fairly
FLAMETHROWERS AND BAZOOKAS suspicious, and other sources have listed the penetrating
While at first glance the two weapon units indicated above capability at 80 to 100mm (3.2 to 4.0 inches), so perhaps our
might seem widely disparate, their proper application in Squad opinion of the weapon’s lethality is correct, but its
Leader is greatly misunderstood and a general lack of results effectiveness has been downplayed in the game for the sake of
stands out above the confusion. play balance (or an early model is represented).
Due to the general misconceptions and myths, which have
been propagated by television, Sergeant Rock adventures and PANZERFAUSTS AND DEMO CHARGES
other sources, bazookas and flamethrowers are felt to be the After visiting the “poor cousins” whose line of work is
ultimate in infantry operated light and mobile anti-tank picking on the lighter transport vehicles and assorted
weaponry, and a force that tanks will shy away from. But it stragglers, we come to the “blue bloods” of the family, starting
just isn’t that way in Squad Leader, and the statistics paint a with the panzerfaust.
rather different picture. While the panzerfaust really is limited to a two-hex
Contrary to our cultural gut feeling, a hit with flame or a effective range, its existence can change the enemy’s plans to
bazooka rocket at point blank range will only destroy a Mark a significant extent. This weapon is highly accurate (41% hit
IVf1 from the front 8% of the time, which is certainly not probability at two hexes), is relatively plentiful despite its one-
enough to anchor your defensive perimeter on, let alone assure shot character, and packs the armor piercing power of a
the survival of the units operating the weapons (keep in mind 75/76mm tank-gun shell. Arm your infantry with them and
that the Mark IVf1’s frontal armor is only 1.8” thick, since overruns become past fears.
we’ll get back to the problem of penetration later). Place a squad guarding an opening in the woods with 4 of
Historically, flame was used to ignite the really vulnerable them, and a detour will be sought. And a squad that has them
parts of tanks (at Kursk, the nozzles were inserted into the with an excellent leader calling the “shots” will earn
ventilation and exhaust openings of flanked vehicles) which everybody’s respect.
primarily exist along the flank and rear areas, and those are the Since the tactical expertise and greater mobility of the
places which Squad Leader identifies as the soft spots of the Germans over the Russians has not been built into the game,
tanks. However, even flank and rear hits with flame only get and parity in game tanks exists, the LMGs, leaders and
kills 17 and 28 percent of the time, so a vanguard of close- panzerfausts are the advantages that the German player must
assaulting infantry to help out better be around or a failure to utilize in order to beat back the Slavic hordes.
burn the tank may result in a very angry tank crew on the From a historical perspective, the panzerfaust was truly the
prowl. Flame by itself is terribly inadequate, and is best used “volks weapon,” since everybody from the aged Home Guards
as a support to primary efforts by infantry and ATGs to stop to women and children became very adept at using them
tanks. during the Russian sweep into Germany, a fact that was
The bazooka is also an unsatisfactory weapon for tank appreciated by the Russian tankers who placed mattress
hunting, since point blank shots against T34-class frontal springs on their vehicles as their only defense against the
armor will only obtain a kill a lackluster 6% of the time, with potent stick bombs.
probabilities of 12 and 21 percent against the flank and rear The demo charge, while packing quite a wallop, is pretty
profiles of tanks. Any kill of an AFV by either flame or the much reserved for mass infantry assaults (like the
bazooka is to be regarded more as a lucky occurrence than part flamethrower) on the offensive, and unfortunately cannot be
of the overall defensive strategy. used for defensive fire (ever try to throw a loaded schoolbag at
The two weapons find their place in the scheme of things a passing friend on a bicycle?). As part of a general infantry
when a good, mobile weapon to attack halftracks, trucks, and swarm, or hiding in a building with other soldiers, a demo-
jeeps is considered. Flame will fry a halftrack and its charge-carrying unit will usually draw the bulk of the enemy
occupants at least 71% of the time if they dare to approach

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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 3 of 2

fire, opening some leeway for the close combat troops, and is immune to overruns and pretty secure against small arms fire
a very nice diversion device while the main attack forms up. (especially with a -2 leader). Close combat efforts (if the units
If the weapon is slated to be the primary form of anti-tank survive the defensive fire) will require every machine gun and
attack, better try to work around to the flank or rear, otherwise officer available, due to the firepower advantage they enjoy,
the point blank defensive fire will spoil your plans (SPs, tying up valuable units and buying time for the Joes further to
remember, will only hit a flank target during defensive fire the rear. Don’t underestimate the strength of the Americans
28% of the time versus a covered arc victim 57%), so try to be (despite their slightly greater propensity to break), because an
subtle. Being in a stone building or trench thoughtfully dug ill-conceived and hasty attack without the proper preparations
ahead of time also helps. may end up in a major defeat in the trenches.
Luckily for the Germans, the outstanding American soldier
HOWITZERS AND HEAT is supported by inferior anti-tank support weapons (the
For the Americans, who often must use their howitzers as inadequate bazooka, 57mm ATGs and howitzers), or else the
anti-tank guns due to the inadequacies of the 57mm ATG, Artillery and HMG together with the US squad would
HEAT (high explosive anti-tank) provides both an effective completely outclass the Germans they oppose. Although the
anti-tank device and the potential for disaster. Squad Leader game system does not yet address it, the
The 105mm howitzer used by Uncle Sam’s men is a potent American Sherman (with the 75mmL/40) was, despite its
tank buster with HEAT, scoring a kill over 83% of the time reliability and great numbers, a vastly inferior AFV in terms of
when you hit just about any tank. The drawback is that HEAT firepower and armor (their German nickname was the Ronson,
can dissipate rather quickly, leaving the howitzer with an anti- and for good reasons) and the air force/infantry/artillery were
tank capability of uncertain value (frontal kills only 17% of more responsible for American successes than the armor
the hits). Due to the fairly random availability of HEAT after (which suffered some bad defeats at the hands of the panzers).
the first salvo, and the poor ATG characteristics of howitzers
despite their sometimes high rate of fire (as towed guns), Minefields
extreme care must be taken when positioning the guns. HEAT The Squad Leader treatment of mines is, like the incorporation
should be reserved for sure hits or those targets which must be of automatic defensive fire against moving targets, the natural
destroyed in order to hold the line, and some flank shots on culmination of the Panzer Leader rules. By allowing mines to
defensive fire targets might be engaged with regular HE since be placed without putting a marker on the board, the natural
they may still be in sight during your next prep fire phase. apprehension and tension of moving an assault force into an
Converging fields of fire are more important here than for area that may be strewn with mines, and the limited
large caliber ATGs since howitzers have a tendency to miss or intelligence regarding the quantity of the underground
hit with little effect, which requires duplication of effort to do “nasties” still hidden, is a defender’s delight and a real
the job a reasonable percent of the time. accomplishment in tactical wargaming.
For most effective use against vehicles, quantity is usually
INFANTRY good due to the psychological effect of confronting multiple
While the tanks of Squad Leader show little real diversity uncertainty, and quantum values of 6, 16 and 24 factors
other than their names, the various leaders are fairly similar, maximizes the kill prospects while minimizing the costs.
and the ATGs really seem the same, the common American The only problem with mines is that no low value, high
infantryman stands head and shoulders above his Russian and quantity recon vehicles are provided so that the trip through
German counterparts. Due to his rich cultural background and the mines may be too effective in stopping an attacker (the
racial characteristics, the ordinary American soldier is Road to Wiltz scenario is based on the mine to some degree,
significantly better than his adversaries at close combat (street and the mine bogs down the attack more than anything else).
rumbles), digging ditches (major source of employment in
depression-hit America), destroying tanks (stripping DEFENSIVE FIRE
automobiles on city streets) and removing mines (stealing Due to the multitude of rules and new situations presented
hubcaps), as well as using a rifle that greatly outclasses the in the game, little things sometimes slip by and are never
archaic Russian and German models. While even with a LMG realized. While the use of defensive fire against moving
the German squad can utilize 6 factors at six hexes and 4 at targets gets most of the player’s attention, don’t forget that
eight, the G.I. Joes can match the Germans at 240 meters and defensive fire against stationary targets is also allowed, and is,
can apply 3 factors at 320 meters, such is the power of their in fact, more effective against tanks and other targets if you’re
rifles (the Germans are slightly more effective when firing a tank gun, ATG or howitzer.
penetration effects are considered). By permitting defensive fire at non-moving targets, Squad
Due to their firepower and glut of high class officers, Leader introduces a bit of tactical balance and simultaneity by
taking on American infantry is a task that requires careful letting both sides fire at any target in range during each player
planning. On the defense, the Americans will probably turn. So prep-firing units can be met with return fire and are
already be dug in when you reach them, making them almost not invulnerable until the next player’s prep fire (a problem in

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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 4 of 2

Panzer Leader, that is neatly resolved). Instead of falling into required to play the game with at least a minimum level of
a mind set and looking for the moving target, pull a fast one order and sanity.
every once in a while, and strike back at the units who just In view of the preceding comments, it is interesting to read
peppered you under the false impression that they were safe. where Rommel actually urged his tankers to fire on the move
Remember also that if you miss, they’ll still be there again even in view of the reduced chances of hitting anything due to
in your prep fire, so the tide may change, and the failure of the panic and confusion that a mobile force running about can
your opponent’s prep attack to silence you may come back to generate. While the hit probabilities and associated
haunt him. malfunction chances might normally dissuade one from using
advance fire, against an opponent with a particular fondness
GUN MALFUNCTIONS for setpiece battles (the Montgomery Syndrome) and a streak
In Squad Leader, more than in any miniatures or board of conservatism, the interjection of a fluid and wide open
game, benefits in one detail of a weapon system such as the strategy into the game might suffice to generate just enough
assault guns better armor (due in part to the low silhouette and uncertainty to create a command breakdown (which is why the
the absence of the vulnerable turret) are paid for in the matchup of Rommel and Montgomery is as famous as it is).
attributes of the miming subsystem (lack of gun mobility) or
the burden that the added microdetail entails. While Squad RUSSIAN FIDANTRY TACTICS
Leader gives you the individual weapons and their effects, the In many of Squad Leader’s scenarios, Uncle Joe’s forces
possibility of malfunctions, ammo depletion, bad luck and the are given hordes of peasant soldiers with which to oppose a
irritating little problems of the systems are also thrown in for small MG-equipped German force. Although in real life, the
good measure. Ivans would often form a “chorus line,” holding arms and
As mentioned previously, HEAT has about a 72% chance singing, and just run towards the harried German forces,
of disappearing after every shot, but that’s just for starters. there’s got to be a better way to do it. While the Civil-War-
Machine guns, tank guns, howitzers, ATGs, bazookas, radios style skirmish line is recommended in some quarters, and is
and flame all have anywhere from a 3 to 17 percent perhaps a close approximation of the Russian “tactics,” it may
probability of becoming unusable for any reason, with only a be better to place the attackers in three-high stacks on every
17% chance of fixing them (some are irreparably lost) during other hex or even every 2 hexes.
the rally phase. Breakdowns are not to be taken lightly, By placing units in a row, under the assumption that a fire
because the probability of a malfunction is often almost equal line will exist somewhere after the slaughter ends, the LMGs
to the chance that the weapon will obtain the desired effect and MMGs can have a real field day, despite outward
with its fire. appearances. Although it looks like the units are moving
Bazookas, for instance, have about a 6% chance of killing perpendicular to the line of fire and are negating the effects of
T34 frontal armor at point blank range, but the ammo penetration, the Germans, by firing on unit A on its (n+1) MF
depletion probability is over 8%, which is a rather strange and hitting unit B (adjacent to A) on MF (n), can get both
situation for newcomers to the game. These situations lead, units with the machine gun (unit A is primary target).
naturally enough, into cost/benefit considerations since the While every-other, or more spread out, hex assaults will
chance of a low odds kill must be compared to the effect that make the trip longer for the outside units, they do set up a nice
losing the weapon for the rest of the game will have. Russian flanking maneuver which might be precluded by the loss of
LMGs present the greatest problems, since they malfunction units that a skirmish line entails (the skirmish line was
almost 17% of the time they’re used, and there aren’t that satisfactory against the single shot musket, but is not intended
many of them. for use against a machine gun).
Even with the tank gun, which will go on the fritz about Before you complain that firing at units in a skirmish line
3% of the time the gun is fired, breakdowns have a way of attack as previously described violates the laws of time and
coming at the wrong time and for the dumbest reasons. The space (by hitting unit B with penetration factors before
most galling and painful moment in Squad Leader is when an initiating fire on unit A, provided they both moved
advancing AFV takes a potshot at a lone Russian squad simultaneously), just consider how much easier it is to spray
cowering in the bushes (and posing no real threat) and a roll of MG fire at packed masses (adjacent squads) versus separated
“12” occurs. In seven months of playing Squad Leader the packets of weaving and dodging soldiers and it appears that
aforementioned phenomena has been observed at least five the approach and results are fairly reasonable and realistic.
times, and with ammo in short supply lackadaisical and loose While on the topic of infantry assaults, perhaps a
target selection can result in a jammed or empty gun for no peculiarity of Squad Leader should be brought up regarding
good reason. the morale system it uses. Most miniatures rules that deal
When the problems of gun malfunction, hit probabilities with small units treat the loss of a good part of an assaulting
and the chance of a “kill” are all considered, one really force rather severely, and after losing over 25% or so of the
appreciates the level of competency and understanding that are troops an attack usually fizzles out (with the survivors going
into hiding or just refusing to be cannon fodder any more). In

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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 5 of 2

SL, however, despite seeing nearly everybody in the platoon or While not as insidious as sideways-moving tanks (not even
company turned into meatloaf, a single unit will always Ogre thought of that one), a similar tactic for beating the
continue on as long as the objective is worth great losses (like “logical” movement rules is to milk the advance movement
on the last critical move of the game), and the player has rule for all its worth. While certain terrain is often impassable
sufficient drive (and a couple of homemade Political during normal movement due to the large movement costs
Commissar counters on the board). (snowy, forested slopes cost 8 factors, for instance), the
The actual truth of the situation, while not being clear to us advance rule allows the ordinary Wehrmacht conscript from
cardboard storm troopers, is probably somewhere in the Stuttgart to become an expert mountain soldier by making no
middle ground. The pulp literature on the war abounds with terrain too difficult during advances (when mad dashes and
tales of Stalingrad street fighters and the ordinary inebriated superior mobility turn even the lackluster Russian peasant into
Russian peasant soldier who would ignore all losses or threats a human climbing machine). So, if you’d like to make a little
as they either mechanically or cleverly made their way more progress in your games with the lethargic infantry, bring
through the meat grinder. S&T magazine, on the other hand, them adjacent to major obstacles during normal movement,
not too long ago in an article stated that official inquiries into and then prepare for their transformation into Olympic
some battles in which good-sized American units had almost highjumpers.
been overrun by the Japanese revealed that only 20% or so of
the G.I.s had fired their rifles, inferring that the shock and MCELLANEOUS SURVIVAL HINTS
initial losses of the unsuccessful attack had driven them into Based on several rather bad defeats, the following little
hiding and inaction (maybe they were expecting John Wayne helpful hints are suggested so you can avoid many pitfalls and
to bail them out like in the movies). subtle enemy tactics.
Squad Leader, in its treatment of morale, completely 1. A panzerfaust in every halftrack, along with LMGs-
sidesteps the effect of widespread panic and morale this converts them into fairly potent mobile infantry
breakdowns (contagious hysteria), and treats every soldier as carriers that can beat off infantry attacks and threaten
if he were totally dedicated to the cause, and would wear tanks. Don’t put all your support in the lead carrier
blinders to the overall tactical picture until his orders were or the rear will get eaten up alive.
changed due to the loss or gain of the objective, or the whims 2. If a flanking maneuver by infantry is intended, place
of the Supreme Leader. In effect, despite the difference in the leaders with the outside units to quicken the pace
morale values, every squad is either SS, Guard or elite, and it of the tactic while setting up several neat crossfires
will only fail to do its duty when its own losses are with the LMGs.
considerable, or it breaks under heavy direct fire. 3. While trucks and jeeps can’t stop panzers by
blocking roads, their wrecks slow them down very
DIRTY TRICKS nicely.
Every game nowadays has one blind or sore spot 4. Even though many support weapons can’t kill a tank
somewhere, which helps provide us self-professed or SP, keep in mind that a hit will dismount the
commentators on the hobby with ammunition, and Squad infantry, eating up valuable movement factors. In
Leader is no different. this way, even flame, bazookas and tiny ATGs can
During a recent game, a situation arose in which a 57mm slow down a column by hitting it from the sides,
ATG covered an opening in the woods through which a either forcing the enemy to devote a portion of the
tactically important tank had to pass. The gun was set up with advance units to cleaning up the scattered resistance
care so that a nice flank shot would be presented when the (tiny, separated pockets are harder to seal off, and
tank rolled by, but all went to naught when a new should be strived for) or forcing him to accept left-
breakthrough in tank tactics was unveiled. My opponent, behind squads and equipment as the price for
being a student, with all of the free time that “profession” bypassing the sniping units.
allows (us married folks always are at a disadvantage, but 5. Due to the difficulty in either hitting an ATG or
don’t tell my wife I said it), carefully read the movement rules howitzer with a tank gun or wiping out the crew, an
and moved his tank SIDEWAYS down the road for three easier tactic can often suffice where there is a lack of
hexes, offering me an almost impossible frontal shot. converging fields of fire, infantry support (in woods
Yes, after a vicious discussion the rules were reread, and or nearby buildings) and only a frontal aspect will be
movement outside the covered arc (at one third normal open presented to the weapon (towed gun). The optimum
terrain rate) without any pivoting was legal, thereby opening tactic under the aforementioned circumstances is
the way for lateral tank and halftrack moves, Since the tactic simply to take an assault gun (+1 AFV kill modifier
was good, and highly effective for short runs, we victims of or better) and overrun the ATG position. Due to the
the “impossible” got our revenge by belting out a slightly out fairly low kill probabilities of 105 howitzers and
of tune rendition of “Slip Slidin’ Away” whenever the tactic 57mm ATGs even against a point blank STG III or
was practiced to perfection. Brummbar target (only 6 to 16% probability of

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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 6 of 2

successful defensive fire, at best), the overrun is a shows the various survival factors associated with the AFVs
good bet to try, and it allows the SP to move a few and the different firing phases:
hexes - versus a stationary (and highly ineffective)
shot against the gun position. KILL PROBABILITY OF 76MM GUN
6. The overrun tactic indicated above becomes even
more effective if the gun position can be coaxed into Target Defensive Advance Prep Fire
expending one or even both of its shots against a Fire Fire
previous target, which then leaves it totally STG 20% 8% 25%
defenseless against the marauding assault gun. III
(Tanks can be used safely when the defensive fire is
used up, so bringing up an assault gun to draw fire Sherm 30% 11% 37%
but completing the overrun with a tank might be a an
neat way of getting things done.) M10 42% 16% 53%
7. In view of comments 5 and 6, try to place the towed As seen from the chart, nothing is really certain enough to
guns in wooded areas, buildings and fairly dense hang your hat (or Iron Cross) on, and strange things can
infantry concentrations so that any overrun attempts happen (one M10 finished off 2 STGs during a two-turn tank
will hold some degree of potential track breakage or duel without a scratch). The only way to put a degree of order
infantry close combat (with flame and bazooka into the issue is to really investigate the most probable
support, plus a demo charge or two) to discourage the consequences of an array of tactics, and then hope the rolls go
overzealous panzer leader. your way.
As previously mentioned, bringing a T34 up to a panzer
TANK VERSUS TANK incurs a 30% risk of instant death, with only an 11% chance of
While Squad Leader is admittedly an infantry oriented getting one for the Gipper (or Uncle Joe in this case).
game, and all of the other support weapons and systems are However, should the advance fire go awry, the Mark IV crew
primarily intended to take a secondary role in the scenarios, could, if they desire, take a prep fire shot at the Russians with
like it or not the tank often steals the show when it appears in a 37% chance of success. The odds are not too inviting, as the
numbers and is allowed to go on an open country rampage defensive and prep fire of the Germans combine into a 56%
(AFVs are sort of a modem day version of the Huns, and are a probability, versus 11% for the advance fire (now the survival
lot more fun than running foot soldiers). odds are down considerably less than previously thought).
Due to Squad Leader’s unique philosophy and rules Should the defensive vehicle be an M10 or even the pitifully
regarding AFV-related combat, tank conflicts are among the ineffective 57mm ATG, the brave tanker who confronted them
most interesting and potentially befuddling aspects of the would be out shot 4 to 1 before they ever realized their next
game. The mystery of the AFV system (and I’m still trying to turn's prep fire with its better odds (keep in mind that if the
find “enlightenment”) lies in the great uncertainty that an ATG prep fire of the invading tank misses, they'll be out shot 8 to 2
or tank gun will hit anything effectively even at point blank before their next defensive fire). It goes without saying that
range, and the strategies that can be dreamed up to get around while the system allows a wide variety of different combat
the law of probabilities. results, tank versus tank or ATG duels either require a touch
In PanzerBlitz bringing a T34c within 4 hexes (1000 of subtlety (go outside the covered arc and try to get a flank
meters) of a Mark IV meant death 50% of the time, with an shot while protecting your soft spots), or a great advantage in
equally devastating dispersion on 33% of the rolls, only guns and shots so that the odds of reasonable certainty will
rendering the fire without effect a measly 16% of the time. swing towards your favor (notice that I said towards and not to
Should a T34 run to within 2 hexes (80 meters) of the same your favor, 'cause the unusual is fairly normal in Squad
German Panzer in SL, the kill probability is only 30% Leader).
frontally, and the chance that the Russian tank will wipe out As it was in the War, the attack upon an enemy position
the panzer with its advanced fire is 11% (while 11% looks with a number of guns (American last ditch effort at Wiltz, for
small, remember it’s still 1/3 the Mark IV’s kill ratio so don’t example, to stop the Germans) with piecemeal sections of the
lose heart). assault force will probably be disastrous, as the odds will just
The less-than-certain kill percentages add that nice little about rule out any chance of survival. But by packing every
touch of confusion, havoc and fog of war that in reality often available hilltop, slope and open terrain hex with units (even
took over during close-quarter tank duels when unit going into wooden buildings and woods if things are really
boundaries melted away. (Too bad there’s no provision for desperate), the needed advantage in AFV firepower can be
accidentally firing at your own tanks, that would really spice obtained. If the situation limits one to a blunt and
up the system.) The following table depicts the kill ratios for a straightforward approach, remember the odds and go to
75/76mm gun firing at the frontal aspect of a vehicle, and it extremes to up them a little.

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Bird, Lorrin; The Weapons and Tactics of SQUAD LEADER; CAMPAIGN Issue 87; SEP/OCT 1978 Page 7 of 2

The playing of a miniatures-level game like Squad Leader


requires a completely different approach than a macro game
like Panzer Blitz, which is fairly mechanical in its unit
activities (attack, defense, etc.) and just (as if it's so easy)
requires the coordination of the different platoons and
companies. Squad Leader introduces individual weaponry
with varying capabilities and now the weapons and their
associated squads and leaders must be carefully controlled
while still retaining platoon level activities in a more fluid and
hard-to-define battlefield environment.
This means that while the skills of the company and
platoon leader are still in demand, at the same time that the
enemy's positions, units and support equipment are being
sized up one eye must be on the weapon field manuals and the
laws of probability. While this makes the game infinitely
harder than most others, it is also the reason that a well-played
game brings a sense of joy and satisfaction to the participants.

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