As promised, four of us met at Julian's after work for a reprise of this ruleset that we previously played a couple of times maybe two years ago. Here is a quick run down on how the rules work, found on the web:
"The core of the rules rests on its activation system. Each player gets command tokens (CTs) at a rate of one per unit, plus two more if the commander is still active. You spend these by activating individual units; you can activate the same unit more than once, and interrupt the opposing player, so the initiative flows between the two sides. Once all the CTs are gone, you reset for a new turn. First the downsides. It isn’t intuitive and takes getting used to. Just what is this process of CTs representing? You move some units several times and leave others untouched. Coordinated multiple unit actions are hard. A second issue is that it is serial; you move one unit at a time. Never mind, what it does do is produce a very absorbing game which involves both sides throughout. It is this aspect that drives the rules’ popularity. Otherwise the rules proved quite easy to pick up."
I would agree with most of this - which is why I re used it verbatim!
Firstly, every time I have turned into the road that leads to Julian's house, I have been struck by what a stunning view it is - so I finally parked (silver CX5 on the left) and took a picture! Julian lives in the adjacent street - left turn just in front of my parked car.
Right, on to the game! It was a scratch scenario based very loosely on the Falaise Gap in 1944. How "loosely" was pointed out to us by Rick when he arrived, as he had spent quite a bit of time in the area in 1997 and said it looks nothing like this!
Anyway, the two German forces, commanded by Rick and Julian, had to extricate themselves by crossing the table lengthwise, whilst fighting off the British (me) and Americans (Chris) Each player had three AFV's and the Allies had a towed AT gun each. We also had four groups of 5 infantrymen plus HMG, mortar and PIAT. The total Command Tokens (CT's) was 22 for the Allies and 18 for the Germans.
My British Infantry - so called 20mm by Valiant Miniatures - they are really nice hard plastic figures that I enjoyed painting, but they are not 20mm!
Armourfast Cromwell tank and the various support weapons
Ricks Puma led the way, moving at high speed down the road before veering to the left, towards my force.(yellow marker indicates one CT used)
One part of these rules I like is that the non active player can attempt to interrupt - by rolling a three or better I think. Chris interrupted Ricks move and took a long range shot with one of his three Shermans
This is somewhat later in the game (I obviously didn't take as many pics as usual!) when I had deployed my 6lb AT gun in a wood ahead of the advancing Germans
Chris had taken out the Puma - Julian could not easily locate his box of smoke so we just tipped destroyed vehicles onto their side! Meanwhile, Rick moved up his Panther and Mk IV
Another of Chris's Shermans moves up
Ricks Mk IV had lined up a shot on one of my Cromwells - with a front armour of 13 and the Mk IV gun value of 9, he only needed to roll 5 on a D10 to hit - he rolled 5....BUT then we realised because his tank had moved, he needed a 6 - phew. In reply, my gun 8 Cromwell fired at his front armour 14 MK IV, needing a 6 on D10 - result above. Then, I rolled D6 for effect - guess what a 6 means.....!
A knocked out Mark IV, that's what! Additionally, any German unit within 6" had to take a morale marker (red)
Meanwhile, over in Julian and Chris's area of combat, Julian rolled forward with the almost unbeatable Panther, blazing away at a standard Sherman. The Sherman attempted to interrupt, but failed, adding a CT. The Panther fired, hit, rolled a 2 for effect and caused two morale hits. Julian played another CT, passed the activation test, and the exact same sequence occurred. The Sherman now had one CT and 4 morale points - one more morale and it would be gone burger! Of course, Julian gave it a go. With nothing to lose, Chris once again attempted to interrupt, needing a 6 - he got it! He then fired, needing an 9 or 10 on a D10 - he got a 9! Then, he rolled a 6 for the effect and the mighty Panther was a smoking wreck....oh, how we laughed!
The heroic Sherman
General view of the game as it came to a close - the Germans had hardly managed to get off their base line and were a LONG wat from escaping the Allied envelopment
Two of Ricks AFVs burn merrily whilst the Panther had been hit in the flank by one of my Cromwell's and had maximum morale points on it. In the background, some of Ricks infantry had also taken a pasting from my infantry in the adjacent woods
Chris, meanwhile, had taken out Julian's Mark IV!
A couple of close ups of the Valiant (in both meanings of the description) British infantry
After a couple of years, it took us a few moves to get back into the swing of the rules, but they are pretty simple to get to grips with. I quite like the CT's and it was fun to use a bit of strategy, where Chris and I would use one or two CT than hand initiative back to the Germans, forcing them to use theirs up. As we had 6 more overall, this meant we often had several moves that they could not react to at the end of the turn! I think on the last move, because the Germans had lost about 6 CT due to the destruction of most of their armour, they ran out and between us Chris and I still had 14 CT''s left - I know I had 8!
We all agreed the 20mm figures and vehicles looked great and Chris has been inspired to look at getting a force of AB 20mm figures from Eureka in Oz, which is where most of Julian's force came from. I have one box each of Valiant Germans and Brits, as well as Plastic Soldier Co Russians (because Valiant didn't make them, for some reason) I also have a few tanks and vehicles, and Julian has considerably more, so we certainly have all we need, although I might get a pair of Armourfast Sherman Fireflies to try and balance up the armour a bit (having said that, we did fine in this game with standard 75mm Shermans and Cromwells!)
Lots of fun and I am sure we will be playing these rules again soon!
Looking as much fun game!
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Thanks Michal - it was a good evening for sure!
DeleteImpressive shooting by the Allies. Looks like the Allies, at least, had an enjoyable game.
ReplyDeleteThanks Jon! Yes, we (the Allies) had some firing results verging on miraculous....which made for a very entertaining evening.....fir the Axis, not so much! Next time, the results may be reversed....
DeleteEvery blog / video account of these rules has a very positive vibe to them, so they must be doing something right. I would have liked a couple of extra pages with some things given more detailed wording, but its okay, some things just need reading twice.
ReplyDeleteThe interrupt rule is excellent, making nothing certain. In a smaller scale, I think the number of markers needed to follow a unit around might look a bit too eye catching, so the 20mm works well in that regard. Valiant have re-tooled their German Infantry and german Support weapons, calling them ‘fighting 20’s’ and they are a closer match scale wise to other 20mm.
Thanks Norm - I do like these rules and its nice to find some WWII that give a good game! Julian and I based our 20mm figures individually as we also tried CoC a few times plus a system called "Nuts!" where you can all play on the same side against a "system" if you choose. CoC was ok - we had a few good games and I do like the patrol phase at the beginning - not sure why we stopped really - probably just moved on to another era and forgot about WWII! I did just notice today when looking at the Armourfast site that Valiant have "retooled" sets available - trouble is, my figures are the original "heroic" 20mm!
DeleteNice post, interesting your take on Iron Cross I have been looking at them for a while.
ReplyDeleteCheers
Stu
Thanks Stu - the rules have some "quirky" bits - Chris and I found it relatively easy to psychologically manipulate the Germans into using up too many of their CT points, so that we had a free reign towards the end of each turn - this is a bit "gamey" - as the review I quoted asks - what is this representing? Possibly nothing, its just a game mechanism to make you think carefully about what you are doing! Personally, I quite like these rules - far more so than FoW for example, of which I dont think I have ever had a satisfying game! Crossfire would be my favourite WWII rules but they only really work with two players
DeleteLooks like a fun game. I like the idea of command tokens. May have to give theae rules a try out
ReplyDeleteFunnily enough Scotty, I have just been browsing the Minairons site (again) wondering if I should create a small (ish!) SCW collection in 20mm......I think these rules would work well for that conflict too!
DeleteThat certainly is a nice view and it reminds me how low level everything appears to be in NZ, presumably due to the earthquakes?
ReplyDeleteAs for the gmae, 20mm and vehicles on their sides took me right back to being a kid and games with Airfix and Matchbox vehicles and figures. I've not played Iron Cross, but never got on with CoC nor FoW, ditto Battlegroup Blitzkreig.
Thanks Steve, I do not think there is a deliberate plan re the buildings - just that there was always plenty of land to build more on. so the majority of houses are single level - what would have been called a bungalow when I was growing up in the UK. Now that we have amongst the most costly homes in the world - the nationwide average price is $1m - ie £500k - around nine times the average annual income - there is a slight move towards so called "Multi level" - but we are only talking three of four story's, not tower blocks containing fifty or a hundred flats! As to the look of the game, we all would have preferred some smoke to mark the destroyed German vehicles but Julian could not remember where he had put it - HE would have happily just removed the vehicles, but as Chris pointed out, that meant they were not blocking the way or obstructing LoS - so we politely asked him to leave them on the table! I think we all know your WWII go to is BKII!
ReplyDeleteWow, I didn't realise house prices were so high in NZ! They are high in the UK in certain places, as they always have been. It's hard to get on the housing ladder as a first time buyer, without a deposit from the bank of Mum & Dad.
DeleteAs for WWII, yep, BKCII is my default ruleset for big battles, but for skirmish level games, I've yet to find something that ticks the boxes. Bolt Action II looks OK, but have yet to get it on the table.
"Bank of mum and dad" is an oft heard term here too, for the very same reason! There are still places where a reasonable house may be had for a third of the average, but then there are no jobs. It really is a huge problem ...
DeleteSomething about 20mm makes me happy. Just big enough. Nice to see the tanks & support items.
ReplyDeleteThe CT mechanism is exactly like that in Days to the River Rhine. Makes for an interesting game.
Oh, and do get the Fireflies; and convince the US player to obtain a couple Tank Destroyers, Wolverines or Jacksons.
You know for days when you leave the loaded dice at home. :-)
Haha...don't know why I failed to answer this comment earlier Joe...I certainly remember reading it! We (Allies) don't need the M36 or whatever the definition is... the 17lber armed Achilles should do the job!
DeleteI remember playing CF a few years ago: have to agree with the summary of what the CTs are (etc), but the game as a game does have its merits (it could be any era, really). The Sherman taking out the Panther with the series of low percentage die rolls--something like that always makes for a good outing (and also somehow seems to be inevitable, despite the maths).
ReplyDeleteOoopsie. I meant Iron Cross (it was awhile ago: played both).
DeleteThanks Ed....I did wonder what CF was...just realised its Cross Fire! Yes, we all agreed we prefer 20mm to 15mm, of which most of the group have enormous collections that are rarely used! Personally I think it's the rules we have tended to use for 15mm that put us all off...Julian and I did all our CF (!) games using 15mm and they were great fun.
DeleteA lovely looking and sounding game Keith…
ReplyDeleteHurrah for the good guys…
I never get lucky dice rolls… it’s nice to see that it can still happen 😁
All the best. Aly
Thanks Aly, it is very nice when you can defy the dice Gods! Our friend Rick frequently has appalling luck with dice...this game was not his worst outing but his tank firing was ineffective. He was also distracted by feeling the need to move everything...he had that Panther just sitting there on the road with no target for the entire game....
DeleteGreat looking game, Keith. The rules sound very interesting - activating the same unit more than once in a turn is pretty unique, I think. Also, that is a very striking view going to your buddy's house. It reminds me of some of the nicer (pricier) neighborhoods back home in Hawaii.
ReplyDeleteThanks Dean...have you seen/tried Crossfire? Those rules allow the same unit to move as many times as it likes, without expending any avctivation points, as long as they do not contact an enemy. You also don't require any measuring device, as they move in "bounds" from on rep terrain feature to the next (you need a terrain rich environment for the rules to work well) and like Iron Cross, there are no shooting ranges, if you can see it, you can shoot at it!
DeleteThere is a reason the image of Remuera reminds you of pricey areas of Hawaii....it is the nicest and priciest area of Auckland!
I haven't tried Crossfire - I think someone in our extended gaming group may. I know there's a fairly good number of Chain of Command players (which I've only tried once). I'm still sticking with Bolt Action (simplest set, IMO). And ocean/water view is pricey everywhere :)
DeleteThanks Dean - CoC is ok too - we had some fun games with that set - I think our problem is, Julian likes trying new rules and as he is the host, the rest of us generally go along with it - except one set which was by the Canadian Wargames Group and on a terrible scale - one 15mm vehicle represented a platoon or maybe even a company - it was awful and we all gradually told him if he was using those rules, we didnt want to come to that particular game!
DeleteThat came across as a really fun game, and there's nothing like the miraculous shot pulled off by the Sherman for entertainment value. I'd not heard of Iron Cross before, but have CoC on the shelf. The ability to interrupt an opponent's move is what attracted me to the latter, and I like the way you have described how it works in Iron Cross.
ReplyDeleteThanks Lawrence - of course, Chris always says, I "only sing when I'm winning" as the football chant goes! We certainly had some fortuitous dice scores but thats karma for Julian trying to stack it with Panthers against Shermans, Cromwells and a Churchill (which played no part by the way!) To interrupt is relatively easy but not a foregone conclusion - you have to test and it get progressively harder EG if you are carrying a couple of CT markers, these are added, so instead of rolling haps 3 on a D6, it becomes 5 - hence why Chris needed a 6 to interrupt Julian's Panther. I dont remember exactly how it works in CoC but feel perhaps the unit has to have been placed on "overwatch" beforehand to be allowed to interrupt during the enemy phase??
DeleteGood looking game , not a ruleset I have experience of , but the interrupt approach is very much like Blitzkrieg Commander which we have played a lot but in a smaller scale
ReplyDeleteThanks Matt...the game was fun...for the Allies in any case...and has inspired a couple of local purchases today....Armourfast Fireflies and Achilles SP AT guns!
DeleteI remember when these rules came out and they sounded interesting but at that time I was fading out of WWII games after doing it exclusively for years.
ReplyDeleteNice set up and I think 20mm can work very well for WWII. 😀
Thanks Stew. The rules keep all the players engaged and provide some interesting tactical decision making. 20mm is good because it ties in with 1/72 scale, meaning there are literally hundreds of vehicle kits available to choose from.
DeleteEnjoyed reading this and nice to see the result followed history to an extent.
ReplyDeleteRare to see Allied tanks wrecking such havok!
Thanks Dai...rare indeed! Generally, the Allies need a two to one advantage...at least! We were fortunate Rick never really used his Panther and if course Chris and his amazing dice rolling took out the other one! Versus the PzKfw IV, the Sherman's and Cromwells are more evenly matched.
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