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Great Battles of World War II: an After Action report of the Agira battle in Sicily 1943

by Bill Owen
This 30-screen document designed for viewing on the typical “landscape” orientated laptop screen or click for how to print 2 each on 15 letter-sized pages.

We refought the battle of Agira (red spot at right) with my 1. 1st German Battalion Game surface is a 34x45” Hotz
collection of microarmor on .5x.75” Command Decision bases 2. 2nd German Battalion Mat “European Fields” with
1/4” Masking tape roads. I made
adhering to magnet-topped stands sized 3. Canadian C Ops & Fup in Nissaria the dark fields “bad going” like
for Great Battles of World War II. Play 4. German C Ops & FUP when crossing the contour lines.
aids & links for this miniature wargame 5. Agira Otherwise the bushes & trees
were just for looks.
rule-set can be found here). Here you can
read up on the historical battle.

We had played Gbowwii numerous 5


times after the turn of the millennium
and I thought we gotten away from it because of weaknesses
3 4
of the game system. Now, I think it was because of our natural
gamer tendency to make games too large e.g. Mtzensk,and less
1 2
so, Pegasus Bridge and Malta. Now I look forward to playing the
game’s other
smaller battles.

Here is a map of
the game and an
aerial photo of
the board with
the German’s
initial set up.
1
C Ops Days 1-4 For this e-book, photos show set-up items that would otherwise be hidden until line of sight and visibility distance allowed discovery.

Gbowwii has a “grand” scale of one found in the box. Unit cards A-C show
FUP company per stand of troops and specifics about the troops and the letters
approximately 200 yards per inch correspond to the ID chits on the stands.
allowing multi-day battles can be played. Again, A1-A3 are the 3 German infantry
With 8-10 turns per day, not all turns will battalions. B are attachments, FUP/C Ops
A2 be full of action. The actual battle between & Panzer Battalion (each company could
Canadian and German forces lasted three be attached). C are reinforcements.
days from July 26-28, 1943.

t Two weakened battalions


A1 of German Panzer Grenadiers
(A1 & A2) are set up on the
ridgeline: one forward and one
at the back of the ridge.

u In reserve: box lid holds


1 Panzer Grenadier battalion
(A3), 1 Pz III battalion and
one Wespe battalion; see 2”
square FUP*, Forming Up
Point, 12” from which they
can deploy within (behind it
is the 1” square C Ops supply
terminus and division HQ).
Future reinforcements are also
2
The Canadian C Ops FUP are shown
above are the only items on the board at
the beginning of the game. All Canadian
combat troops are in reserve and can be
deployed in or 12” within the FUP—and
for this scenario within 6” of the board
edge.

The Green squares are markers to show


how many actions a battalion (or the
Canadian equivalent, regiment) can
perform. Most battalions/regiments
have 2-4 companies, plus some other
attachments, guns, tanks and heavy
weapons.
3
t Dawn of Day 1, Turn 1
Along with game aids (artillery barrage
markers in pill bottle lids), move sticks
and artillery/activation records you can
see that troops have been deployed.

A Canadian brigade was activated with


2 regiments advancing on a broad front
towards ridgeline. Other regiment making
a flanking move to the right in column. 2
pre-planned artillery barrages bracket the
road to suppress any Germans there. One
weakened Infantry brigade and 1 Sherman
regiment are in reserve (FUP adjacent to
town and the C Ops).

The left flank Canadian regiment makes


excellent time to the ridge and hits the
flank of a German battalion discovered
there. While one German company
is suppressed by a barrage, the other
company and heavy weapons throw
back the numerically greater but less
adept Canadians. The other Canadian
regiment makes slow progress so does
not aid the attack. Canadian column on
4
the far right flank (which appears in the Canadian flanking
photo shot) appears to be undetected in regiment is spotted
its flanking maneuver as dawn breaks. by Germans as they
The rule-set normally requires a hidden approach the far
unit to be revealed when it moves. But I left flank of ridge
allowed it to remain hidden. Aside from currently unoccupied.
the practical concern of keeping the game German player
simple without a judge, perhaps the deploys an infantry
game presumes an outpost line etc. So in battalion on ridge to
the scale of the game maybe the hidden block the column’s
movement should be limited. advance.

Turn 2 Due to rushed nature


of deployment they
Left flank regiment makes another rush make no effective
of the ridgeline and is thrown back again. fire on the Canadian
Right flank regiment makes slow progress column before it
as various companies are suppressed by deploys into an
indirect fire. assault formation.
Note their AT gun’s
Turn 3 u trucks heading back
Third try the leftmost regiment forces to FUP for the day
back the forward German Battalion (falls (this is automatic but
back to below ridge) advancing into part why not show it?)
of the town held by the 2nd German
Many of the value
Battalion.
judgements like
5
“rushed” come from how the game q Turn 4 Day is dawning very hot and that adds
randomly awards 0, 1 or 2 actions per to morale brittleness “apparently” (okay,
turn. The German battalion deployed and Back on the ridge line, after its victorious it’s+10% to morale roll) because the loss
rolled “0” actions and so now has a deficit advance, the first Canadian company of a company & the rest being suppressed,
to be paid by future actions awarded. is lost to Panzer Grenadier in same the entire regiment breaks and retreats
village, and down below the ridge and goes to ground.
infantry gun They are done for the day. The question
suppresses is will the Germans attempt to retake the
the ridge line since the road is the only way
regiment’s for vehicles or will the center Canadian
remaining regiment take its turn on the “hot seat”.
unsupressed The far right flank regiment has changed
infantry. formation into an assault formation (2
The other companies forward and 2 back)
Canadian
regiment Back on the German left flank get start
is largely recovering from their chaotic deployment
suppressed. and despite their heavy weapons not
All Canadians being set up manage to suppress two
on and below Canadian companies that are nearing
the ridge are their position.
seemingly
At this stage suppression is marked by
paralysed,
turning over the dark green disk to its
taking no
light green side = suppression.
action to
rally.

6
Turn 5 u regiment. The
Canadians are routed
The right flank Canadian assault has off the hill losing
ground to a halt. The center regiment another company and
despite their disorganization has moved suppressing all of the
up to the hot seat. They are daring the rest of infantry but
Germans to come and get them. Brigade not the anti-tank and
calls for 3 artillery barrages but no heavy weapons. Their
immediate help (so they stay on their retreat is surprisingly
numbered dark green side) but one orderly and the
will arrive in the next turn, another the regiment has not gone
next turn and the third three turns from to ground. The German
now. This may be enough to keep any armor occupies the
German armor from coming up the road ridge line.
later… but will they appear immediately
spending valuable activation points on On the German left
possibly wrecking another Canadian flank, the rest of the
battalion? The Canadian anti-tank battalion recovers from
company is being man-handled up the its disorganization
ridge while not fully in position will count. completely and they
pour fire into the
With the German turn, the Canadians’ stalled Canadian
worst fears have been realized! A assault. Now its this
battalion of Pz IIIs have been deployed Canadian regiment’s
from reserve behind the 2nd German line turn to lose a company
(avoiding proximity suppression) and and the rest of the
charges into the disorganized Canadian infantry is suppressed.
7
t Turn 6
A turn of chaos in the Canadian front lines
leads to virtually no action but for the
suppression of a German tank company
on the key road up the ridge. Bringing in
4 more barrages (all delayed; see page 23
for Artillery charts), one of last turn’s calls
lands and suppresses a German infantry
gun. Otherwise all but 3 Canadian
companies are suppressed. The Canadian
have not called in the Sherman Regiment
or the other infantry brigade. Will the
German tank battalion come down off the
ridge and push the Canadians back into
the town?

Sure enough, the German Pz IIIs charged


off the ridge into the Canadian regiment.
Canadian anti-tank guns had no impact
and the Canadians were thrown back and
went to ground in the town (not shown in
the photo).

Turn 7
Knowing that one Panzer push into town
could destroy Divisional HQ (C Ops),
8
the Canadian armor regiment rumbles in chaos as they attempt to find good
into the far edge of town and 2 of 3 positions. German Infantry is busy
companies are suppressed in this risky dodging artillery fire. The one German
action. The gone-to-ground left flank Infantry battalion not in the front line
infantry regiment moves further to the does not react to Canadian retreat into the
left to avoid tempting the German armor German rear.
into attacking it. The right-most regiment
moves back behind the treeline which Turn 8 u
has the effect of putting them closer to
Canadians deploy a regiment with
their objective! (About two turns’ march
AT with the goal of shoring of its
if all went well. Because of the haste,
overextended supply line. This is beyond
the AT company has been left to retire
the notice of the Germans. Unfortunately
slowly on prolongs to a position that
that Brigade commander is in no hurry to
might discourage the German armor from
advance and makes no progress towards
cutting their stretched supply line.
the position. All other units essentially sit
So much of the Canadian side is still, making no progress towards getting
suppressed, will enough recover in time reorganized except for the one deep
for any more advances? Really nothing regiment now in cover and out of sight of
has been accomplished except a deep the enemy—all but one are unsuppressed.
probe into the German territory that
German infantry finally form up in
is still far from any road and subject to
column and head down the road (passing
isolation if the Panzers choose to cut their
by their FUP & C Ops) to block the
line of supply.
possibility of a Canadian advance to cut
The German panzers just sit sniping and the road or try to take Agira while out of
face off the Shermans that are currently supply. Otherwise nothing else happens
on the German side.
9
Turn 9
The Shermans finally decide to attack the
Panzers and manage to suppress all of
them. Otherwise nothing else happens. All
Canadian artillery has fallen silent.

The German rear-guard advances


in column off the road to interpose
themselves between the Canadian
penetration. The Panzers pull back to the
base of the ridge

t Turn 10
The Shermans keep the Panzers
suppressed and unable to make any
offensive moves left or right. The only
other activity is by the regiment that was
to shore of the supply line; it moved closer
to C Ops to gain an increased chance of
receiving replacements.

The only action of the Germans is for the


covering force before Agira to change
formation into a defensive line. At the
end of the day five Canadian infantry
company were casualties & zero German.
10
The 1st Turn of Game tachments) by redeploying from the table to reserve, Unit Type Capabilities Choose
attacker first then defender.
Usually begins with the Dawn phase; skip the Night Firers, must be in front rank*: A
Units
6. at thestill on table maygame
change(partly
formation. Infantry
The
phase. The1st Night
first Night phase happens at the end of the start of the because is not replaced
.5x1.5” Can move into inclose
thecombat
night (aallscenario
with but Armor (even
if has attached armor). each infantry battalion may attach stands below, Change Fo
First Day’s last turn. Units
7. all in reserve may be attached andthus
detached,
had been committed and lost at-
the maximumpossibility).
each of 1 HQ andMaybe
1 Hvy Wpnstomorrow
+ 2 others: AT,evening,
Field Gun or in any other a
A) Night Phase
As a part of the night phase, neither side’s tacker first. Commonwealth attachments must stay
reserve increase in chance). tank, Fritz
for a maximum of 4 attachments.
(increases from*May a 20%also indirect
to 80% fire up to 8” formation typ
with home brigade. over obstacle (hits as if at 8” range even if closer) & gets Hvy Wpns mod. formation mu
1. FUP or last*
After the C Opsturnwas moved
of day, and the
all battalions havesuperior
Gone to 8. Both sides replenish artillery supply. chance). Two German infantry battalions or Defensive
supply
Ground orstatus of Canadians
when both players agree,allowed them
proceed to the The chart at lower left, a -1 shows how Armor 1x1.5” One stand may be attached to Infantry battalion or 2+ ered in March
proceed
9. each to Dawn battalion
phase. Armorhavemay actbeen
as ownpulled back
battalion. May to reserve
not close combat other along
Armor. Defensive bu
night phase.
to replace 2 of the day’s 5 casualties plus isolated loses a company with the Panzer battalion leaving their by road to de
Anti Tank 1x1” Gives a close combat bonus. Unlimbers (•) instantly to the result of a
1*Generally, there will be 10 turns in May-July, 9 turns
for a regiment that had been held in regardless of supply state. For all the left-most
fire (free battalion
with Fire action on thebut
like Heavy Weapons), board and
then limits movement rank fires ind
in November-January, the day’s fighting ends after 8
reserve
turns and expressly to get it back
9 turns in February-April in shape.
& August-October.
B) Dawn
others,Phase
cross-index the side’s overall of battalion to 1” maximum until an action is spent to limber the AT Gun.
reinforced by anti-tank and infantry
1. supply
players note which artillery templates will specific
be pre- Move: Main
The German’s inferior supply status
2. Move FUp up to C Ops if road is clear of the enemy
state with the battalion’s Fieldguns.
Gun .75x1”
This Likewas to gun
anti tank block anbarrage
but with aggressive
template. When Move at rate
planned (write on hidden map with turn # of each), unlimbered (•) limits movement. type/carrier,
meant
(no enemythat their
stands rolls
within 2” did
of thenot return any
road). situation and the 20-sided die roll redeployment of the Canadians.
Registered (write on hidden map but no turn #) & May Not Fire and cannot be fired at: must versus
3. of
Flipthe 3 companies
Suppressed stands. that it was missing number shown
On-call (keep in lid).(or higher) returns each stands may p
Heavy Weapons
2

G |
The following has.75x.75”
nothing Itself
to does not fire.
do with theSets
game rules but road or pave
up instantly

|
B3 1

2. destroyed company. |
0

4. Roll for replacements. At nightfall, roll for each Roll for weather (see scenario) (•) to how
add optional +2 bonus to all infantry stands’ fire
# Actions
Mounted infa
I do status markers. I repainted theinsuppression
the battalion.
destroyed stand based on battalion’s situation & if 3. Attacker deploys units from reserve (Step 1)
Once set up, then limits movement of battalion to 1” maximum until an
you roll score indicated it is returned to within 12” Canadian reserve status: the half-strength actiondisks to to
is spent match thethe
dismantle new stand
heavy colorRear
weapons. (so therank dark Deploy A R
green
okay for mod.
4. Defender deploys units from reserve (Step 1) side indicates suppression). or road from
of FUp. regiment is pulled back to reserve along HQ
2
|
G stand 1x.75” with a jeep. provides bonuses to action enemy within
large

|
B3 1

 |
0

5. Scenario’s 1st player chooses to pass or proceed to roll for battalion


may itnotice
is attached
# Actions

to & rally“chits”
to removes
are suppression fromthe
Replacements Supply State with the armor and the armor. The You the Action missing from Ac
Day Turn stands. Rear rank okay for modifier. No other effects, moves with bat-
Situation Poor Inferior Average Superior Superb extreme left and right flanks are left in talion.following
One HQ perphotos. At this
battle-group point
which I switched
is a brigade the Action
for British; regiment
6. If 1st player passes, 2nd chooses to pass or pro- indicators
for others. from being
British regiments are 1/2” being actual stands: Dismantle
chitstotobattalions.
equivalent
position withcontinues
ceed. If passing an AT company still proceed
thru all 10 turns, in jeep/vw for infantry brigade/regiment HQs, Pz II or gun gets its t
Isolated position. But only stands that start the Bn HQ |
G stand
2

-1* -1* -1* -1* -1* to night phase. small .75x.75” No effects
statusjust a statusor in the case 2

|
B3 1

Fire If hit bu
|small
Stuart for the armored  unit marker
G
|

36+” away or no
0
# Actions

marker with a single figure for infantry or vehicle.

|
B3 1
route to C Ops 7. night
Once a phase count
side chooses to as in reserve
proceed, for the
he activates units of infantry battalions, a single figure “laying down guy” fire independ

Separated >12” (see Step 2) & then


replacement rollthe(so
other
theysiderest
activates his.
a day).
Both HQ’s above serve as a marker by sliding unit ID up
for those battalions without the regiment HQ. This
|
 0 can fire in all
to mark the number of actions rolled, one in the example: # Actions
to <36” to C Ops
- - 19+ 18+ 17+ status marker has no combat effect and
forward 180°
just looks nicer
8. When proceeding the sighting distances increase by
2 2 2

G | G | G | Sight to its ta

|
B3 1 B3 1 B3 1

…& Activation state:


than printed 1/2”Inactive, Activated,
the unitGone to Ground.
  | |
 |

counters. Slide ID to the


0 0 0

turn. Roll a die at the beginning weather, and


OK within 12” of used 9ofofthe15,
3rdgot
turn5
# Actions # Actions # Actions

19+ 18+ 17+ 16+ 15+ Canadian Artillery


C Ops Transport
forward edge
.75x.5” to indicate
each above stand2 actions, toown
can have its the transport.
middle for 1
place combat cann
replacement and now Visibility
hasN 11enemy
barrages.
in open. action,
in front and
of stand stay in thewhile
carried/towed rearloaded/moving.
when no actions.
While loaded,
In reserve whatever vehicles suffers, passengers & towed guns also suffer. May Rally Roll to
15+ 11+ 9+ 7+ 3+ GermansTurn used no barrages and adds 1 to
(off table) 1st Player 2nd Player unload for free. Once unloaded, remove from table until option to reload
With no attack or defensive benefits, these “battalion Order of Ac
its starting 4 for 5 total. at nightfall. exceptions: AT guns may spend an action and remount
deployed fro
*isolated cannot trace any line of communications without coming
1 3" 3" HQ’s”vehicles;
reappearing have nohalf-tracks
impact oncanthe game
fire and so while
linger theirunloaded.
positioning
events don’t
does not matter. They are just indicators that look
within 2” of enemy stands; no roll for replacements & 1 stand 2 German 104th
The whole 6" Pz Gr Regt6" C Opsbetter (Center those previou
2

G |of Operations) 1x1” Can only move 12”/turn along

|
B3 1

destroyed (player’s choice). than chits.  |


0
the actions ta
11
# Actions

friendly road or board edge. Represents the Division’s general, staff,


3 if odd rolled 6" 12" and communications officers. provides morale and replacement die roll
2nd action. 2
Attached units may not be replaced. If all Bn’s stands and another
bonuses to nearby units. If enemy moves adjacent, is destroyed and
destroyed, Bn goes into automatic reserve & thus 3 if even rolled 12" 12" returns on board edge at dawn. Division lose 10 Activation points & all
before the ba

available to roll for replacements at reserve rate after its battalions be considered isolated in upcoming night phase.
t Day 2, Pre-Dawn
Now off the table and
thus able to set up
hidden, the forward
German battalion did
not move far after going
into reserve: all of the
infantry is hunkered
into the town and anti-
tank is moved right
to avoid where they
guessed that Canadian
artillery would fall. All
of these positions were
beyond the Canadians’
initial line of sight
below the ridge and
even if they had been in
los, they were further
away than the dawn
light would expose.

Only 1 Canadian armor


company is left in
reserve along with the
very weak regiment.
12
The rest of the 2nd brigade moves onto suppressions (see chart). Probably a sorry. At extreme right, reformed in
the table: a light regiment at the extreme bad move by the Germans since their column reinforcements head to the
left and a reinforced regiment (with AT, spotted position was within 12” otherwise. battalion deep in German lines. u
armored company and heavy weapons That would have caused 1 or more
is heading up the road up the ridge. The suppressions if the Canadians had tried The German response is to call
other regiment of 2nd brigade (already on to deploy too closely. On the chart, “#s” is artillery on both regiments on the
the table at baseline, right) is reinforced number of companies suppressed for each ridge. One barrage lands right
with both an armored and anti-tank battalion within a certain distance. And away and suppresses 2 Canadian
companies. A pre-planned artillery “1d” is a destroyed company per battalion companies. The other barrage will
barrage has been planned for the road. that deployed within 3” of a hidden enemy land next turn. The German unit is
stand! Note how they can deploy more ready and gets two actions which
The photo shows both sides hidden closely with less risk during the cover of suppresses all 4 of the regiment arriving
forces on the table. Dotted lines show darkness at dawn. near the road & destroys 2 infantry
the Canadian
1 front line2and the nearly
3 4 5 6 7 companies! 8 The latter retreats
9 and goes
10 to 11
isolated company and AT . Turn
5 A) 1 Roll
Action ground.
ND) Fire
Great Battles of World War II Actions
While
D20 Gamethe German
Reference Chartpull back from the0:01 v5 Two ofRaw the threeInferior Average Exper’d
Canadian u Veteran D20 TO HIT Modifiers applies to both Infantry/Gun fire
www.g-design.us/gb 12Sep13
19+ 17+ 16+ 15+ Target: not activated -4, Column +2, Road +4 Ran
front lines may have
Turn Sequence with a Ngiven
symbolthem the occurs
when sighting
2
regiments get going right out of 13+
1 Unmodified 1-10 (red) Fire: w/Hvy Wpns +4, to flank or rear -4, Op -6. Mdm. Gun H
benefit of uncertainty in Canadian the gate and find that they can If hit, suppressed (flip disk) & roll 2nd die to Destroy.
planning, it also allowed the Canadian 0
make up the ridge All other
without results
a To Destroy:
1) Advance Turn & Weather Roll Infantry "
regiments to deploy
See scenario. For Dawn phase, seewithout
page 2. risking D20fight! (One
Modifiers: HQregiment
attached +2 sits still.)
payThe
back allattached Canadian
earlier Day Deployment/Op Fire*armor
before any other action
Range 1” 2” 3”* 8” "
2) Deploy From Reserve At dawn, costs no action N All is
must:
stuck below Formation,
NChange the ridge as Move,
their *Deployment To Hit 9+ 13+ 17+ 19+ Medium gun can o

When 3” 6” 9” 12” >12”


or Some may: Rally, Fire,
pre-planned artillery is pastingNDismantle/Limber & re- To Destroy: Dism’nted 9+ 13+ 17+ 19+ Ran
call AT/gun transport, *Op Fire
Dawn 1d/1s/-3” 2s 1s - - the areas left & right of the " Soft Vehicle 9+ 9+ 9+ 9+ Heavy Gun
B) Move
Nroad. & Op Fire*the
In hindsight anti-tank
movement in inches " Armor 13+ - - - To Destroy:
Day* • 1d/1s/-3” 3s 2s 1s -
Deploy with 12” of FUp. 1d=1 stand destroyed, 1s=1 stand suppressed,
setType
up earlyRoad but better safe Good than
/ Bad Going Dismounted is all infantry and guns. *SMG has no 3” range.
"
-3”=retreat 3”, -=no effect. *Mark if during day; takes 1st action rolled. Paved / Dirt** Column
13 Assault Defensive Gun "
3) Activate Choose 1 column only, not a combination. Slow AFV 15/10" 8/2" 5/1" 3/1" Range 3” 6” 9”* 12” " Sup
When 1 Bn 1 Bg 2 Bg 3 Bg Med. " 21/14 10/5 7/3 4/1 Light Gun Hits on 5+ 5+ 13+ 19+ Ran
q Turn 2 artillery on all German positions.

Because of the fiasco, the leftmost Meanwhile the reinforcement column


Canadian regiment doesn’t dare get up arrives very quickly to help out the
on the ridge and instead lobs indirect “lost battalion” that is facing the much
fire to suppress 1 German company and reinforced German battalion. u
the large, rightmost regiment withdraws
German responses: the town defenders
to recover its organization. And calls for
call off the delayed barrage and end the

other. With ranging shots arriving in their


area the Germans are concerned but not
giving up their position. Their leftmost
battalion is concerned but counting on
14
their bad-going terrain to slow down any
assault.

Turn 3 u
1 Canadian artillery barrage finally arrives
and suppresses the remaining German
infantry company and the anti-tank. In a
frenzy of activity the rightmost regiment
reorganizes and recovers from 3 of 4
suppressions (being out of direct fire
helps!) and rushes back up the ridge. The
leftmost regiment gets the signal but falls
short of the melee. Despite the Canadians
having more unsuppressed infantry and
armor, the Germans are better troops and
have hard cover, net German +1 to the
roll-off (here’s where the other Canadian
regiment not getting there in time hurts!).
The result: a tie! The battle will continue
into the German player turn.

German’s consider reinforcing the battle


from reserve but realize that it’s only a
35% chance of arriving in time. So the
close combat continues… for another tie! arrives at the center ridge (not shown) to and got 2 suppressions for its trouble.
Two in a row like this is about an .8% fire at the column before it gets into action The Panzers are uncharacteristically
chance. The German panzer battalion but bungles the deployment (no actions) indecisive.
15
Turn 4 (no picture) win! The Germans are retreated. The out of reserve and makes it close to the AT
reinforcing assault moves forward and (note the snazzy Stuart action marker).
The Canadians have a regiment ready to they manage to only suppress one Pz III.
move into the close combat but will they The remaining Sherman company comes German just hang on.
roll an action? No! It’s back to a 3rd roll
off: the Canadians lose it in the 3rd round.
Must retreat and roll for “go to ground”
just like when receiving a suppression or
elimination. Meanwhile the reinforcement
column changes formation into an assault
and with 2 AT guns and the Sherman
company firing, suppresses the last Pz III.

The Pz Battalion gets its self organized


recovering 2 suppressions then fire which
is enough to knock out the Sherman! The
3rd PzIII recovers its suppression in the
same 2nd action the other 2 fired. Back
at the town, one infantry company and
the AT gun recovers from suppression.
In all the excitement, we forgot to take a
picture!

Turn 5 u
The Canadians recover and this time
both regiments storm the town and with
numbers have a +2 to the roll-off: they
16
Turn 6 (no picture)
On their left flank Canadians barrage the
retreated German battalion in preparation
for another assault. The Sherman company
sets up but hangs back to discourage the
Germans from a panzer blitz rush on the
Canadian center/right.

The Germans pull back out of the


barrages and the Pz IIIs recover from
suppression and eliminate a Canadian
company in their center/right… and the
Canadian left flank Sherman company!

Turn 7 u
Canadian barrages land around the
Panzer III battalion. The left flank
reorganize after stiffened resistance by the
German right flank.

The Panzer III battalion backs off the ridge.


At this point they decide to give up the ridge
defence since their unit will probably be
withdrawn and replaced tonight anyway.
The division C Ops retreats a kilometer
down the road towards Agira.
17
Turn 8 retreating AT guns and destroys them. world the Pz Battalion commander (the
Both battalions on the Canadian right game systems and dice) is doing having
The Canadian offensive is running out flank close combats the big German them just sitting there 2 turns in a row—
of steam: they have used 2/3rds of their battalion and wins. In the rout, the out of ammo, gas or both? Well, it is a
activation points and 16 of 20 barrages. Germans lose their infantry guns but fluke; odds-wise, in 10 games out of 11 an
So they will start tomorrow with only 4 manage to get their AT guns headed experienced Pz Battalion would have just
activation points, 1 company of armor (if towards Agira and have one unsuppressed left, overrun enemy infantry or blazed
replacements cannot come in time), and infantry company. away. Does make the game exciting and
9 barrages the next day. How much more surprising though!
can be accomplished in the remaining 3 The German C
turns this day? Ops retires to
the crossroads
Quite a bit, as it turns out the Canadian outside Agira.
left has one stumble (no actions) and Both German
one sprint which turns out very well: 2 flanks retreat
German companies are eliminated which but the German
since it was under strength to start with, Panzers sit
the only thing left is heavy weapons immobile in
and at guns. Perhaps they should have the middle.
abandoned AT and retreated further? Are they
buying time
The remnants of the German left flank are for the retreat?
in full retreat. The right flank and Panzer Seems risky!
IIIs are paralyzed! Okay, this
may just be a
Turn 9 u
rationalization
The Canadian left flanks rushes the of what in the
18
Turn 10 u
The Canadians take advantage of its
apparent confusion to almost surround
the Panzer battalion which if the assault
does not eliminate the panzers will
leave it with a narrow escape gap back
through Allied lines circling around back
to Agira—they will be effectively isolated
with 6 miles to traverse with 3 Canadian
AT companies and a Sherman company
watching for them. This is a rather risky
move because the Canadians are exposing
themselves to Op Fire.

The twilight assault goes in and suffering one and with day 2 was falling back in an little significant can happen, especially
only 1 suppression, the Canadians knock orderly fashion. But then loses 2 infantry with two good players. But then the trend
out 2 Panzer III companies! The remaining companies, 3 armored companies, 1 of the game is busted wide open and in
Pz III fails morale and retreats through infantry gun and 1 at gun, the latter 2 retrospect you can see that this was based
the gap to make its long trek home (shown irreplaceable. But because the armor was on a variety of tactical decisions that were
crossing the hedgerow, at right). But per isolated at the time, the are irreplaceable! not so obvious at the time. Feels right.
the isolation rule is eliminated “on the (At least in the near-term days depicted
way” (in the night turn). by the game.) The 104th Panzer Grenadier is replaced
in the night by the 1st battalion of the
End of Day 2 wrap-up: The Germans The Canadians lost 2 armored companies 29 Panzer Grenadier and 7 raw Italian
who appeared to maintain unit integrity and 5 infantry companies… all replaceable. companies. 9 of 10 have heavy weapons
with no stand losses at the end of day and 3 AT (1 being an 88).
It is a strange game where for hours very
19
The 2nd Night. far away. So it would have been foolhardy
to have counted on the outcome
Replacements: none for Germans (the as it worked out. This will
unit that lost so much was withdrawn mitigate against the Canadians
and the Pz Battalion was isolated and deploying as far forward as they
unreplaceable in the scope of the game). might wish.
Neither Canadian armor company is
replaced. But 4 infantry companies are. There are 10 companies of the
1st Brigade with 2 AT guns,
Two regiments of the 2nd brigade stay 1 Sherman company and 3
on the board and put up a defensive heavy weapons companies.
line; the other regiment received With activation running down,
replacements and will be in reserve or without a win in this day 3
may be used to hold the center while the there won’t be much left punch
2nd brigade attempts to turn either flank. left in the 4th day: enough for
a battalion: maybe armored?!
Through a royal screw-up the German If the replacements appear—it
C Ops is further forward than is will be about 50/50.
defensible. However there is not much
of a counterattack that can be mustered Attacker deploys first. This u
without armor. If lost, it will return the is where the game is really
next day but this will impact the supply interesting. Since all of the
and replacement possibility. newly arriving Germans are
deploying on a field where the
On the other hand, the Canadians did
Canadians held the field, they
not place their C Ops as far forward as
will be forced in a hasty and
they might have but then there were
possibly disastrous deployment.
worried about a Panzer Battalion not so
20
Day 3, Turn 1 u
Two of 3 regiments get off the start line
okay. Both are in column which is risky.
A snafu keeps 1 regiment back (in other
words, no actions). Right flank regiment
knocks out the German C Ops (that had
been just below the crossroads; should
have moved it last turn) and finds a
German Panzer Grenadier very near
(1/2”!) and after eliminating a Canadian
company manages to eliminate the
German company blocking the road into
town! The left flank regiment approaches
an Italian company.

In the German turn they manage to


suppress the other 2 companies in the
Canadian right flank. The Italians have no
actions.

It should be noted that for the sake of each day’s first


turns a non-demonstration game would have had more
hidden stands but we felt that it would be better to
show them in the photographs.

21
Turn 2 (no picture until turn 5) the German response is minimal. Day 5 q
The Canadian right flank recovers from Turn 4 So the Canadians redeploy into assault
suppression and the middle regiment mode and take some pot shots at the
is still not off the start line—what are The right flank manages to eliminate the
Italians. No significant effect.
they waiting for? The tank company Panzer Grenadier in the
that is supposed to be there? The left cemetery! The Center moves
flank charges into Italians—losing two up into close combat with the
companies, ouch! But even with an lone Italian company. They
advantage in the close combat, they lose lose and fall back, then lose
and are flung back by the Italians! the morale roll falling back
another 3”.
The Germans suppress the Canadian
right flank and its morale fails and goes to With the German Panzer
ground, holding the cross roads is its only grenadiers suppressed and
accomplishment. the raw Italians holding the
town, the Germans deploy
Day 3 their only reserves into the
town: 2 Wespe companies.
The left flank rushes the Italians again The question is will this
and are repulsed again and loses the forestall close combat? The
morale roll, they go to ground too. The rules as written say ‘no’ they
Center regiment finally moves, were are still not attached and
they just waiting for artillery suppress so the Italian crust defense.
the Panzer Grenadiers in the hard cover But the Wespes will act as a
cemetery and the AT gun adjacent? speed bump in the center of
town.
With the 88 also suppressed by artillery,
22
0
1) Advance Turn & Weather Roll
See scenario. For Dawn phase, see page 2. D20 Modi
pay back all
Day 6 (no picture) Night phase The Artillery charts (step #4 in the turn sequence) are
2) Deploy All must:
shown to helpFrom
followReserve At dawn, costs no action N
other points in the rules. Note
or Some m
When
that all die rolls3” 6” and higher
are 20-sided 9” is12” better >12”
so if call AT/gun
The Canadians move up and one company The Germans losing their C Ops really the chart says “18+”, an 18-20 is needed.
occupies the hard cover of the cemetery. hurts! No replacements. They lose Dawn 1d/1s/-3” 2s 1s - -
NB) M
With their second action the put more fire the remaining German company plus Day* • 1d/1s/-3” 3s 2s 1s -
Deploy with 12” of FUp. 1d=1 stand destroyed, 1s=1 stand suppressed,
Type
into the Italians. No major impact. 1 company each of the two Italian -3”=retreat 3”, -=no effect. *Mark if during day; takes 1st action rolled.
battalions. The Italian one-company unit
Day 7 3) Activate Choose 1 column only, not a combination. Slow A
probably should have been pulled but we
When 1 Bn 1 Bg 2 Bg 3 Bg Med.
didn’t think of it.
Instead of moving up where they are Fast
Dawn 1 2 6 10
vulnerable to close range fire, the Canadians pull 2 regiments into reserve Halftr’k
Day 2 4 12 20
Canadians try to attrit the Italians. It and replacements amount to just one Mark off when used. See scenario for activation points. Wheel
doesn’t work. infantry company to reinforce the road Horse
4 A) Remove Old Barrages & New Delayed
junction regiment—no armor at all even Roll affected by artillery quality: Foot
The Italian response is ineffective.
though big 2 70% chances! Doesn’t really When Raw Inferior Average Exper’d Veteran AT/Gun
Day 8 matter because the reinforced regiment Now 20 18+ 16+ 14+ 12+ If any su
already has tanks attached. Heavy W
1 Turn 12-19 11-17 10-15 9-13 8-11
We forgot to write the description of turn *Op Fire occ
Notes: The Canadians are down to 1 Activation 2 Turns 7-11 7-10 6-9 6-8 5-7 marker • & r
8 but maybe it was not memorable. Point and that means that they can only activate one 3 Turns 1-6 1-6 1-5 1-5 1-4 in future turn
**Road alw
Battalion (for which the Canadians that is a regiment)
Day 9 in the Dawn Phase next turn! Please see the chart #3 D20 Modifiers: HQ attached +2, pre-registered +3
at the right.
On Call per chart. pre-planned as scheduled & cannot be cancelled. C) Ra
The Canadians get no actions. B) Barrage Quality
If they had not wasted Activation Points on the panic
Day 10 Armor reinforcement, then they could have Activated Result Activated Non-Activated Hard Bunker Rally
a whole battlegroup (Brigade for Canadians) next No destroy & In or Activated Cover
roll D20 Modi
Again no actions. So, the attack petered
turn. But then if that Canadian company had not been Open in Soft Cover
brought up, the Panzers might have run rampant and Soft Cov
out hours ago. ended the Canadian chances.
Suppress 9+ 13+ 15+ 17+ Each sta
Stands under barrage may not fire nor be fired upon.
23
Day 4 u
In the dawn phase both regiments
closer to the Italians each earning two
suppressions each.

The photo shows this set up. The biggest


issue is that the Canadians are down to 1
Activation point good for just 1 regiment
so it’s up them… and this is the last day
of activation. Tomorrow will be very slim
pickin’s.

Turn 1
Pre planned artillery lands on the
destination of the active regiment. It
may be activated but has missed the
start time—no actions. The rest of the
surrounding regiments hammer the other
side of the town and manage to eliminate
one company and drive the rest of the
Italian battalion to the far edge of town.
Leaving the 88 ready to fight back.

Alas the 88 misses.

24
Turn 2 u
The artillery keeps their heads down and
the assault moves close in. Rolling for
Morale, the Italians break and head to
the back edge of town (which is getting
crowded. The tough nut to crack is
looking possible now.

The Wespes and the imputed zone of


control (that are implied in the scenario
conditions but not obvious) hold the
center of town. Can the Canadians survive
their massive op fire?

Since the Italian AT was able to retreat


where it could still see the Shermans I
allowed them to unlimber and fire (a bit
fast but a strict interpretation seems to
allow it besides getting out from under a
barrage to move to a better spot seemed
reasonable). They missed. But Italian
mortars managed to suppress a Canadian
company.

25
Turn 3 the Canadians are running out of steam Op Fire against the Shermans—they only
and you are holding the key crossroads suppress the Shermans. The Canadians
The Canadians held back to pepper for a retreat of the division then you only pour into town and utilizing their short
the Italians (now down to only one do what’s absolutely necessary. And that range fire suppress the Wespes (not hard
unsuppressed infantry company and the is to move the C Ops off the board for the to imagine with them having no protective
Wespe company) and unsurpassed its moment. Losing the C Ops to an overrun infantry). Meanwhile they push up some
company and prepare for the assault. would be a easy way to isolate the Wespes AT guns in case the Shermans don’t
and they won’t survive until the last day. unsuppress in time. The all important
The Italian response was no action. The Canadians would literally just walk in morale rolls: the Wespes hold! The
on Day 5. However if the C Ops reappears Canadians do too.
Turn 4
on the last turn of Day 4, there’s a chance
they can redeploy into the town with The German response. Unsuppress the
The Canadian regiment is still not acting
replacements currently being built up in Wespes.
but one regiment managed to suppress
that Italian infantry. Which caused a reserve. So the divisional commander bids
morale check which they missed by a Auf Wiedersehn for the moment.
smidgen and back they go 3”. The town is
emptying out. And another suppression Turn 5
on heavy weapons of the other Italian
No action to report
battalion led to another morale check—
andiamo. Both being so close to the edge, Turn 6 u
one must say that the best move would be
elsewhere. Two actions and the Canadians are
off to the races, they close and in a
Now, the remaining pieces are: the bit of confusion (should have been a
German Wespe company and the Panzer minimum of 1” not 1/2” of movement to
Grenadier C Ops. In any other game you’ trigger German Op Fire but seems like a
say “let’s call it” but when you realize that reasonable thing) I allow the Wespes to
26
Turn 7 q
The Shermans rally but not before both
of the advance companies knock out the
Wespes and the game is about over with
no German reaction possible.

Turn 8 defence further out. p felt that they really couldn’t pull it off.
Likewise the Germans got down in the
The Canadians bring up their C Ops to 38 turns later, the game is over. dumps and then realized that there were
the west edge of the town fulfilling their very real chances that they could hold up
victory conditions. To rub it in they also Was it worth it? Yes, being a first to the end after all. Yes, it was fun.
move the heroic company in an all-around replaying of an unfamiliar game system
defense with the other regiments of the it did not go as fast as possible but there Mechanically, many of the turns went
two brigades putting up another ring of were lots of surprises and puzzles. There very fast. Unlike so many games that
were plenty of times where the Canadians have a built-in limit of 4 hours of battle,
27
1 2 3 4 5 6 7
this represented one that actually lasted 40-90% casualties for about 9 minutes of 5 A) Action Roll ND) Fi
3 days! So if conditions weren’t right, Great
“real time”Battles
simulated.ofI haveWorld War II
considered
Actions Raw Inferior Average Exper’d Veteran D20 TO HI
the players would pass quickly. Could I D20 Game
using partsReference
of Great Chart
Battles with 12Sep13 0:01 v5
www.g-design.us/gb
2 19+ 17+ 16+ 15+ 13+ Target: no
think of variants to utilize some of this Turn Sequence
Command Decisionwithtoa N
seesymbol
if I can produce
when sighting occurs
Fire: w/H
1 Unmodified 1-10 (red)
time (digging in, activation “mining”) an “ideal hybrid”. But first, it would be If hit, suppr
0 All other results
sure! But our goal was to hold back on good to see how
1) Advance CD&does
Turn “stock”.
Weather Roll Infantry
chrome and “improvements” until we See scenario. For Dawn phase, see page 2. D20 Modifiers: HQ attached +2
can see if anything really is needed. The Well semi-stock. I have considered pay back all earlier Day Deployment/Op Fire* before any other action
All must: NChange Formation, Move, *Deployment To Hit
main thing would be rules development— 2) Deploy
playing Command From ReserveDecision in a costs
At dawn, upscaled
no action N
edition (from 1 stand per platoon to or Some may: Rally, Fire, NDismantle/Limber & re- To Dest
laying out the meaning and limitations When 3” 6” 9” 12”1 >12” call AT/gun transport, *Op Fire
per Dawn
company instead) 2s and it1s remains "
of the existing game where you are left 1d/1s/-3” - to -
be seen how that goes. My feeling NB) Move & Op Fire* movement in inches "
“hanging”. Were there some things that Day* • 1d/1s/-3” 3s 2s 1sthat -
is
CDDeploy
willwith
move more slowly even with
stand the
Type Road Good / Bad Going Dismounted
were not done right? Yes, the biggest 12” of FUp. 1d=1 stand destroyed, 1s=1 suppressed,

being that my barrage templates are


-3”=retreat 3”,and
re-scaling -=no effect.
yet may *Mark cause
if during day;
thetakes 1st action rolled.
“real” Paved / Dirt** Column Assault Defensive Gun
undersize and I forgot Morale rolls. time to speed Choose
3) Activate up. What I mean is that
1 column only, not a combination.
Slow AFV 15/10" 8/2" 5/1" 3/1"
CD’sWhen
eliminations 1 Bn may cause
1 Bg the
2 BgGerman 3 Bg Med. " 21/14 10/5 7/3 4/1 Light G
Was it realistic? line to break (or Canadians to fail) much
Dawn 1 2 6 10 Fast " 27/18 12/6 9/4 4/2 To Dest
sooner. Even in the first day. I will allow Halftr’k 27/18 10/6 7/3 4/2
Compared to what? Well, lets look at the Day 2 4 12 20 "
regrouping and that may slow down the
actual battle and later on another game
Mark off when used. See scenario for activation points. Wheel 36/24 6/2 4/1 2/1 Light gun ca
pace of casualties enough but that’s a
system. The actual operation took 3 days. 4 A)for Remove Oldday.Barrages & New Delayed
Horse 12/12 4/2 2/1 2/1 To Destr
game another
Mine took 4 days. A quick skim of that Roll affected by artillery quality: Foot 9/9 6/6 3/3 2/2 Once hit, al

and it sounds very broadly like the game When


I will reportRaw Inferior eventually
the results Average Exper’d Veteran
at both AT/Gun 1/1 1/1 1/1 1/1
that was played. Now 20
my CD & GB web pages. 18+ 16+ 14+ 12+ If any suppressed as Bad Going. With set-up 6) Clos
1 Turn 12-19 11-17 10-15 9-13 8-11 Heavy Weapons, AT or Gun max. move is 1". Modified, hi
So, yes, pretty realistic and certainly NOTE: I mention the Action Rolls so much that I show *Op Fire occurs during a move of at least 1” & in sight. place Action Taken
Turns 7-11
along7-10
with the 6-9 6-8 5-7
2
that chart at right movement rate. See marker • & regardless of the result, that battalion cannot perform any action Loser retrea
better than Tractics where you set up, 3 Turns
the GB web page1-6above 1-6 1-5
if you want 1-5 the1-4
to download all
in future turns until it has spent one action to remove the marker.
**Road always dirt unless scenario specifies otherwise.
pressed or i
play all day and both sides are reduced by of the reference charts. Attacker
D20 Modifiers: HQ attached
28 +2, pre-registered +3
On Call per chart. pre-planned as scheduled & cannot be cancelled. C) Rally to remove suppression, each stand rolls Armor*
or losers (only) roll to avoid it after Close Combat (Step 6)
B) Barrage Quality Raw Inferior Average Exper’d Veteran Light
" Heavy " 9+ 9+ 11+ 11+ fire (free with
with home brigade. the day’s fighting ends after 8
in November-January, over obstacle (hits as if at 8” range even if closer) & gets Hvy Wpns mod. formation mustFire
be action
either:like Heavy
March Weapons),
(column: ||||), but then (two
Assault limitsranks:
movement
==) rank fires in
ehicle 9+ 9+ 13+ 17+ 19+ B) Dawn Phase
Gone to" Superheavy turns" in February-April
of Defensive
or battalion to(line:
1” maximum until an action
– – – ) formation. Road is spent atobattalion
March, limber the AT Gun.
is consid-
s have 8. turns
Both and 9replenish
sides artillery & August-October.
supply. Move: Mai
cle as above. Armor
1. players notestand
1x1.5” One which
mayartillery templates
be attached to Infantrywill be pre-
battalion or 2+ ered in March formation but is end to end on the road (– – – –, looks like
roceed to the 2. proceed
Move FUp Field Gunbut.75x1”
standsLike anti tank gun but with barrage template. When Move at rate
9. to up to Cphase.
Dawn Ops if road is clear of the enemy Armor may act as own battalion. May not close combat other Armor.
planned (write on hidden map with turn # of each), Defensive
unlimbered
must touch);
(•) limitsformation,
movement.
maximum move of 12” when moving
type/carrier,
(no enemy stands within 2” of the road). by road to defensive for any stand • May not contact enemy as
ay-July, 9 turns Even Registered
AntiifTank
you don’t (write
play
1x1” Gives oncombat
large
a close hidden
games map
as we
bonus. butstarted
no turn
Unlimbers to#)do,
& to
(•) instantly May Not
the result of a formation Fire
change • Only
andfront stands mayat:
fire direct (if 2nd must versus
s roll dice. 7) Morale 3. Flip Roll for each battalion
Suppressed stands.receiving any hit during turn. On-call
fire (free (keep
with Fire inlike
action lid).
Heavy Weapons), but then limits movement
cannot be fired
rank fires indirect then must be at 8” range regardless of actual distance. stands may
g ends after 8 it could confusing about which stand belongs to which
Heavy Weapons
B) Dawn Phase
2

G | Itself does not fire. Sets up instantly


.75x.75” road or pav

|
B3 1

of battalion to 1” maximum until an action is spent to limber the AT Gun. 


August-October.
|
0

Total hit4.count Roll for replacements. At1nightfall,


column = total Suppressions roll for2 each
each + Destroyed each 2. RollI for
battalion. made weather
up some (seesmall
scenario) green 1/8” steel paper Move:
(•) to add optional +2formation,
Maintaining bonus to move
all infantry
standstands’ fire move
that must
# Actions

in thefurthest.
battalion. Mounted in
1. players
& crossindex with row note
destroyed of # ofwhich
Stands artillery
stand based templates
that unit started the Daywill
on battalion’s be pre-
with:
situation & if Field Gunwhite Once set up, of
then limits movement of battalion
rateto
is 1” maximumbyuntil its an
of the enemy chits
3. withAttacker.75x1” print
deploys lettered
Like anti tank gun
units and
from numbered.
but reserve
with barrage
(Step Being
template.
1) When Move at rate slowest. Stand’s movement determined
il sup- (do not countplannedBn HQ). (write on hidden map with turn # of each),
unlimberedI(•) limits movement. type/carrier, formation, and terrain. Note when Battalion’s standsforallmod.
action is spent to dismantle the heavy weapons. Rear rank okay Deploy A R
d). Hit Count u you roll score indicated it is returned to within 12” grandiose, allowed for 26 lettered regiments and
q Stands at Start 1 2 3 4 5 6 7 8 9 10 &
Registered
of FUp.
(write on hidden map but no turn #) 4. Defender May deploys
Not units and
Fire from reserve
cannot (Step
be fired 1)
at: that
must versus some may participate in an action (and if latter, other or road from
HQ maylarge
2

mostly 4 component battalions each. Knowing stands G stand


perform
|
1x.75” with
different a jeep.(“good
actions). provides bonuses
going”, “bad to actiondirt
going”, enemy with
r Mod. On-call
18+ -(keep - in lid).

|
B3 1

1 - - - - - - - |
0

5. GB
Heavy Scenario’s
Weapons 1st player G chooses tonot
pass or proceedandto
2
|of 8 stands
# Actions

their allowed battalions (4 infantry roll for


road or battalion
paved road).it is attached to & rally toallremoves
If any suppressed, must move suppression
as if Bad from
Going.
Replacements - Supply - State .75x.75” Itself does fire. Sets up instantly

|
B3 1

22. Roll 4+ for


18+ 20 (see - -scenario) - - - 
Ac
|

+2
0

vr.for each weather Dayoptional


(•) to add
attachments Turnof a +2 bonus
gun, to all weapons,
heavy infantry stands’ fire and
tank in theHQ),
battalion.
I
# Actions
stands. Rear
Mounted rankcan
infantry okaydismount
for modifier.
at any Notime.
other effects, moves with bat-
3 2+ 11+ 18+ 20 20 - - - - -
situation & if 3. Situationdeploys units
Attacker Poor fromInferior
reserveAverage Superior
(Step 1) Superb madeOnce set up, then limits movement of battalion to 1” maximum until an talion. One HQ per battle-group which is a brigade for British; regiment
Dismantle
vr. +3 12”
o within 4 1+ 4+ 14+ 18+ 19+ 20 20 - - - 6. If
most1st player
battalions passes,
have 2nd
8 chooses
chits. So to pass
Regiment
action is spent to dismantle the heavy weapons. Rear rank okay for mod. orA pro-
had Deploy
for others. British regiments
A Reserve Battalion’sare equivalent
stands to battalions.
may appear within 12” of FUp
gun gets its
54. Defender
1+ 4+ deploys7+ 16+units18+ from
19+ reserve
20 20 (Step 20 1)- ceed. IfA1,
4 battalions, passing
A2, A3continues
& A4. Regiment thru all 10 turns,
B had B1,proceed
B2 or road from friendly board edge which causes hits if visible or hidden
r +4 Isolated HQ |
2

Bn HQwithin 12”. G |
2

-1* -1* -1* -1* -1* to nightG stand


phase. enemy small stand .75x.75”  No effects just a status 2

|
B3 1

large 1x.75” with a jeep.more


provides bonuses toflavor
action
Fire If hit b
|

|
B3 1

etc. Admittedly it would provide historical


G
65. Scenario’s
1+ away2+ or1st
4+
no 11+ 16+ 18+ 19+ 20 20 20
|

36+”
| 0
0

player chooses to pass or proceed to


# Actions
# Actions
marker with a single figure for infantry or small vehicle.
nate +2 roll for battalion it is attached to & rally to removes suppression from

|
B3 1
7 route to2+C Ops
1+ Turn 3+ 6+ 14+ 15+ 18+ 19+ 19+ 20 if the
7. chits
Once were
Rear a side designed
chooses for
to the actualheunit
proceed, namesunits
activates Actions “Some” in battalion may participate in: fire indepen
Day stands. rank okay for modifier. No other effects, moves with bat- Both HQ’s above serve as a marker by sliding unit ID up |
0  can fire in a
+2 Superb 6. IfSeparated
pSuperior 8 1+
1st
2+
player
2+
>12” 4+
passes, -
8+
2nd
14+
-
chooses
16+ 18+
19+
to
19+
pass 18+
19+
or 17+
pro-
(or initials).
talion.
for
(see
One HQ
others.
But
Stepper I2)
British
wanted
& then athe
battle-group
regiments are
system
which other that
is a brigade
equivalent to
was
side activates generic
for British;
battalions.
his.
regiment to mark the number of actions rolled, one in the example: # Actions
Dismantle or Limbering for movement in a later action. AT/Field forward 180
D20 Modifiers to <36” to C Ops and8.adaptable for about the
When proceeding anysighting
situation. You wouldn’t
distances increase by G | G |
2

G |
2 2

Sight to its
ceed.Cover: Soft/Crestline +2, Hard +4, Bunker
all 10 +6, If notproceed gun
…&gets its transport
state: back.Inactive,

|
B3 1 B3 1 B3 1

e. If passing continues thru turns, Activation  Activated,


|
 0 Gone to Ground.
|
 0 |
0

within 12” of COK need any ID Roll


turn. chits to
| play
G astand
die Agira
at.75x.75”
the ifeffects
beginning you just
just
of thekeep
3rd the
turn weather, an
Bn HQ
# Actions # Actions # Actions

Opswithin
-2, Drizzle/Heat/Cold -2, Fog/Rain -4. If less, retreat
2

/Gun/Heavy
-1* -1*3” & Go To Ground. If cannot retreat,19+
to night 12”
phase. of
destroy18+ 17+
instead.16+ 15+ battalions
small No a status 2

|
B3 1

Fire
| N enemy in open. Transport
 combat can
G
|
0

C Ops one stand marker with apart! # Actions

a single figure for infantry or small vehicle. If hit but not destroyed,
.75x.5” each abovetarget is suppressed
stand can have its (flip
owndisk). All stands
transport. place
Visibility

|
B3 1
7. Once a side chooses to proceed, he activates units fire independently
in front but all shots while
of stand carried/towed at a target are fired at While
loaded/moving. once. loaded,
Stands
Don’t forget Intoreserve
roll for Morale even when a battalion Both HQ’s above serve as a marker by sliding unit ID up |
0 can fire invehicles
whatever all directions, 
suffers,butpassengers
suffers a penalty
& towed forguns
firingalso
outside
suffer.of May
their Rally Roll
(see
18+ 17+takes 1 suppression.
Step 2) & then 15+the other 11+side9+ activates7+his. 3+ There arethe
to mark other Turn
numbermarkers
of actions and chits
rolled, onethatin thecan help track
example: # Actions
(off table) Failing morale causes a battalion 1st Player 2nd Player forward
unload for 180° arc.
free. Unless
Once if Indirect
unloaded, removeFire,from
standtable
must establish
until option Line of
to reload
Order of A
8. When proceeding the sighting distances increase by special
2 2 2

units and G |
situations. G |Here’s a description G | of Sight
at to its
nightfall. target. Visibility
exceptions: AT rules
guns limit
may sighting,
spend an due
actionto distance,
and remount terrain,

|
B3 1 B3 1 B3 1

to retreat and “go to ground”. Going to ground means …& Activation state: Inactive,
 Activated,
 |
Gone to Ground.
 | |

deployed fro
turn coming stand types with1 some special markers: 3" 3"
0 0 0

turn. Roll a die at the weather, andvehicles;


time of day. Stands can underfirean artillery
linger template & in close
any beginning of the 3rdwithout reappearing half-tracks and while unloaded.
# Actions # Actions # Actions

*isolated cannot
can trace line advance
of communications
16+ 15+an Activated stand no longer towards Transport .75x.5” each above stand can have its own transport. place combat cannot Gbe fired upon or fire out. events don’
within 2” of enemy stands; no roll for replacements & 1 stand
for Visibility 2carried/towed while loaded/moving.
6" 6" C Ops Action those previo
2

theN enemy |
the enemy. They are
tachments) by “done”
redeploying the
fromday. They
table to in
can open.
still
reserve, Unit Type Capabilities Choose (Center of Operations) 1x1” Can only move 12”/turn along

|
B3 1

in front of stand While loaded, 2


Rally

destroyed (player’s choice). the actions
|
0

friendlyRollroadtoorremove
board stand’s suppression thesee Step 5C.general, staff,
# Actions

whatever vehicles suffers, passengers & towed guns also suffer. May edge. Represents Division’s
7+ 3+fire andattacker
defend firstnormally. But to restart their attack
then defender.
Turnunits may 3 if odd rolled
Firers, 6" 12" 2nd action.
Night they mustAttached
be reactivated the not 1stbePlayer
next replaced.
day. The key 2nd
If all Player
to Bn’s
unload for free. Once must be
unloaded, in front
remove from rank*:
stands at nightfall. exceptions: AT guns may spend an action and remount
table until option to reload and
Order
communications
Actions
bonusesoftoActions
officers.
“All”
1) pAY
nearby units.
provides
inBACK
battalion
If enemy
morale and
must participate
eARLIeR:
replacement
Units which
moves adjacent,
in:previously
is destroyed
die
and
roll
and another
nd of the 6. Units still on table may change formation. Infantry .5x1.5”
3 if even Can rolled
move into close combat12" with all but Armor 12"(even deployed before the b
remembering destroyed, 1
to roll Bn goes
is to have into automatic
3"
a system thatreserve
shows& 3" thus returns onfrom boardreserve
edge ator dawn.
conducted opportunity
Division fire, even though
lose 10 Activation points & those
all
ons without coming 7. Units in reserve may be attached and detached, at-
reappearing vehicles; half-tracks can fire and linger
if has attached armor). each infantry battalion may attach stands below, while unloaded. Change
events Formation:
don’t occur Centerthe
during unitAction
stays phase,
stationary
its battalions be considered isolated in upcoming night phase. must(maypay not engage
Action points for
available to roll
ents & 1 stand what has not yet been
for replacements
rolled for. So it works at reserve
best of rate after maximumN eachenemy
of 1 HQ in and
cover sighted
1 Hvy Wpns when you moving
+ 2 others: to 1”Gun
AT, Field away.
or in any other action)Actions
and restatmove up to Ifmaximum allowed to newto spend,
first.2Commonwealth 6" 6"stay C for
Opsa maximum those previous this time. battalion had 2 actions
2

tacker attachments must G |


full day’s wait.this
Since theare replacements (Center
of 4ofattachments.
Operations) 1x1” Can also only movefire12”/turn
up to 8”along formation
placed nexthave been
|
B3 1

tank,  *May indirect type •taken


Facing| maybealso be altered at
1stthis timebefore
• A battalion’s
suppressions received turn to the FUPactions
2
the G must repaid as the action spending the
|
0

must(Forming UpMarch
place) 2x2” Immobile by day but ranks:
moves==) adja- Misc M

|
# Actions B3 1

with 3home brigade. morale overfriendly road oras


board edge. Represents the Division’s general,
Wpns staff, formation be1ST
either:  (column:
stand and“rushed”
notifon oddit. into their
rolled companies, 6" theymarkers are one 12" obstacle (hits if at 8” range even if closer) & gets Hvy mod. If||||), battalion(two
one Assault
|
0

Since my suppression 2nd


cent action.
to C 2)
Ops’ & 2ND
location ACTIONS:
during Night phase. Staging has from
area only 1which
# Actions
action re-
and communications officers. provides morale and replacement die roll or Defensive (line: – – – ) formation. Road March, a battalion
have Gone
all Bn’s to 8. Both
stands grade
sides lower thanadhere
replenish originally.
artillery supply. C) Turn Sequence and
servesanother has
mayformation 2 actions,
deploy inbut or is
upendthen all
to 12” 1st
away actions must
atthea cost of be is consid-
completed just remove
are steel paper3 if disks
even and
rolled to
12"my magnet topped 12" Armorbonuses
1x1.5” to nearby
One stand units.
may If enemy moves
be attached to adjacent, is destroyed
Infantry battalion or 2+and eredbefore
in March to end on road (– no –Action
–action.
–, lookspoints
like if battalion; •
|
the battalion with 2 actions can spend its 2nd
ceed
erve to
& the
thus Withdraw
9. 5.proceed any units (including just a color battalion’s
side at- Armor
returns
Startmay on
actboard
with edge
Step
as own at dawn.
1 onMay
battalion. Division
1st notpage. losecombat
close 10 Activation dawn or
points & all Defensive
other Armor. but1 stands
if a daymust
turn.touch);
Must be able to trace
maximum moveline of of
12”supply
when to function.
moving
G set-up weap

|
stands, I flip them to Dawn
from phase.
the stand-matching
serve rate after its battalions be considered isolated in upcoming night phase. • Action tak
2

Ngreenenemy in cover sighted when you moving to 1” away. by road to defensive formation, means
G | Barrage cannot suppress
for any stand • May not contact enemy as

|
B3 1
|
0

to the dark side and push them forward so they Anti Tank 1x1”GGives| a close combat bonus. Unlimbers (•) instantly to the result of a formation change • Only front stands may fire direct (if 2nd
# Actions

July,
have9been
turns

#
fire FUP
2

(Forming
actionUp likeplace)
 2x2” Immobile butby daylimits
but moves adja- rankMisc Markers
8 almost hang off the stands. Then once morale has
|

B3 1

(free with Fire Heavy Weapons), then movement fires indirect then must be elimination
at 8” range regardless of actual
themdistance.
ends
oneafter
morale you must mark rather than
|
0

B)C)Dawn for,Phase
# Actions

cent to CtoOps’
of battalion location during
1” maximum until anNight phase.
action is spent Staging area the
to limber fromATwhich
Gun. re-
gust-October. been rolled Turn Sequence
push them towards the back of the
serves may deploy in or up to 12” away at a cost of no Action points if Move:
just remove the stands, because they are counted in Morale step; • SMG
Maintaining formation,
2 move stand that must move furthest.
1. You
players note which artillery templates willthat
be pre- battalion; • engineer stand; • Flip to red disk side to show unlimbered/
the enemyat-
attalion’s
stand.
Start
could
with
just place
Stepon1hidden
markers
on 1stmap page.
on stands are Fielddawn Gunor 1.75x1”
if a day
Liketurn.
antiMust
tank be
gunable
buttowith
trace line oftemplate.
barrage supply toWhenfunction. Move at rate
set-up
G
of slowest.
weapons; |
Stand’s
B3 Unit
1 ID chit movement
examplerate is determined
B3=Battalion 3 ofby its
Regiment B;

|
plannedand(write with turn # of each),
suppressed eliminated. unlimbered (•) limits movement. • Action taken.
type/carrier, formation, and terrain. Note when Battalion’s stands all
2

means
G | Barrage cannot suppress

|

B3 1

 |
|
0
Fire 29
0

Registered (write on hidden map but no turn #) & must versus some may participate in an action (and if latter, other
# Actions

May Not and cannot be fired at: # Actions


stands may perform different actions). (“good going”, “bad going”, dirt
On-call (keep in lid).
Heavy Weapons
2

G | Itself does not fire. Sets up instantly


.75x.75” road or paved road). If any suppressed, all must move as if Bad Going.
|

B3 1

 |
0

r each 2. Roll for weather (see scenario) (•) to add optional +2 bonus to all infantry stands’ fire in the battalion.
# Actions
Mounted infantry can dismount at any time.
ation & if Once set up, then limits movement of battalion to 1” maximum until an
Scenarios just too big or not line as are the uninvolved Russian players of addressing all the possible situations
thought through? whose units have such poor morale that that may come up. While they may not
they frequently roll zero actions. They be as complete as rule-sets, I think that
Let’s get back to the point I raised at first. can’t advance anyway but most of the the solution is usually to play the rules
Why did we get away from Gbowwii? time, they can’t even roll some poor odds literally rather than start innovating
We liked the system a lot and because attacks to harass the Germans opposite and inserting what seems “realistic”.
of our grandiose tendencies started them. It’s a case of the situation is just Time and again I have hesitated to add
playing bigger and bigger games. The too big and and it would have been better complexity to an elegantly simple system,
Malta scenario from Drop Zone was a lot to reduce the game size so that only the deciding to back up and drop my so-called
of fun and with enough players worked involved areas are shown. improvements.
pretty well. I studied the Pegasus Bridge
situation at length and played that. That Mtsensk‘s continuous front creates quiet That said, over time I hope to gather input
one was not as successful. Not all battles sectors. Agira has more frontage than be from other Gbowwii players who may
are inherently balanced and while the covered with troops. This creates a fluid indeed have ideas that do deserve to be
uncertain reinforcement approach is situation that could provide numerous variant options for the system.
probably realistic, it just increases the surprising game situations over the course
of replaying just this one scenario. Finally, a truly missing piece is how to
likelihood of imbalance.
determine Activation Points for new
So we played Mtsensk which is a large Since part of the appeal of Gbowwii is how scenarios. I am working on this and hope
Russian front scenario involving multiple you can refight bigger battles, I suggest to publish my efforts on this on my site.
divisions. The key problem with this that you think about the level of challenge
scenario is that it is so large that it for the players involved.
requires several players on both sides but
generally speaking only two players are Rules’ Completeness
involved: those at the point of the German
There are two concerns that I have with
panzer attack. Meanwhile the other
the rules themselves. One is that they may
German players are bored holding the
be under-developed from the standpoint
30

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