Professional Documents
Culture Documents
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.
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.
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?
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.
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.
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
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
|
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
G | G | G | Sight to its ta
|
B3 1 B3 1 B3 1
|
B3 1
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.
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.
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.
Turn 7 u
Canadian barrages land around the
Panzer III battalion. The left flank
reorganize after stiffened resistance by the
German right flank.
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.
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.
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.
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.
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,
|
B3 1
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
|
B3 1
1 - - - - - - - |
0
5. GB
Heavy Scenario’s
Weapons 1st player G chooses tonot
pass or proceedandto
2
|of 8 stands
# Actions
|
B3 1
+2
0
Bn HQwithin 12”. G |
2
|
B3 1
|
B3 1
36+”
| 0
0
|
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
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
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
*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
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
must(Forming UpMarch
place) 2x2” Immobile by day but ranks:
moves==) adja- Misc M
|
# Actions B3 1
|
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
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