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The third Battalions In Crisis! WWII tournament took place in
July at Historicon '95 in Lancaster, PA. As in the previous tournaments,
each contestant had to play three rounds. To test player all-around skill,
each one had to fight in defensive, offensive, and meeting engagement
scenarios. The tournament's theme was combat in close and difficult
terrain.
In looking over the victory conditions, note that there are no
points for destroying or damaging enemy units. Historians and statisticians
have a tendency to collect numbers and to present those numbers as the
result of an event. This was particularly noticeable in the body-count
mentality of Vietnam. In WWII, Germany lost 4 million dead and Russia
22 million, yet it was Russia that won the war. The objective of the
victory points was to make people concentrate on realistic tactical
objectives.
At Historicon '95, Jerry Branch took the lead during the first
round with 795 points, followed by John Gordon with 725, and Tom Wise
with 676. Tom and John had fought each other. Round two saw Tom pull
into the lead with a score of 872 after fighting Jerry, followed by John
with 626, and Cloyd Smith with a score of 77. All of the other players had
negative scores in round two. In round three Tom ran up a score of 1,956
points, John got 874, and Cloyd received 555. Final scores were Tom
Wise with 3,504 points for Best Overall, John Gordon with 2,225 for
Aggressive Attacker Award, and Cloyd Smith with 789 for the Desperate
Defender Award. Kevin Garbelman receive the Good Sportsman award.
It is interesting to note that the top three scorers are in the military. Prizes
were provided by Geo Hex, Quality Castings, and Vac-U-Cast Plastics.
Round One: Attacker
Attacker enters from the west.
Victory Points:
- 250 points. No
enemy squad, ATG, or AFV,
with morale state of halt or better within 10 cm of the road. (Squad inc1udes
heavy weapons teams.)
- 500 points. No enemy unit with a morale state of halt or better
able to direct fire on the road with LMGs, ATGs, tank guns, or heavy weapons.
- 1000 points. No enemy unit with a morale
state of halt or better able to fire on the road with LMGs,
ATGs, tank guns, or heavy weapons using direct fire or
spotted indirect fire.
- Add value of all units exiting the east edge of the table.
- Subtract the value of attacking units destroyed.
Special Morale Factor for both sides
Any unit smaller than two squads out of visual contact (alone in the
woods) has an additional -4 on any morale checks.
Defending units may set up anywhere east of the set-up line. The
only defensive preparations allowed are foxholes. No entrenchments for ATGs,
vehicles, or heavy weapons.
Victory Points:
- 250 points. Spotter, with a morale state of halt or better,
able to call indirect fire down on the road. Spotter must be a headquarters
unit with a radio or an armored car and be able to see the road.
- 500 points. LMGs, ATGs, tank guns, or heavy weapons, with a
morale state of halt or better, able to direct fire on the road.
- 1000 points. Squad, ATG, or AFV, with morale state of halt or better
within 10 cm. of the road. (Squad includes heavy weapons teams.)
- Subtract the value of defending units destroyed.
Round Two--ATTACKER
Attacker enters from the west.
Victory Points:
- 250 points. No enemy troops with a morale state of halt or
better in the village.
- 500 points. No LMGs, ATGs, tank guns, or heavy weapons with
a moral state of halt or better able to direct fire on the crossroads.
- 1000 points. No enemy unit with a morale state of halt or better
other than rifles able to direct fire or spot for indirect fire on the crossroads.
- Add value of units exited from the east edge of the table.
- Subtract the value of attacking units destroyed.
Special Morale Factor: Any unit not
within 25 cm of a fnendly unit has an additional -4 on any morale checks.
This does not include units that exit off the east edge of the table.
Defending units may set-up anywhere east of the set-up line. The only
defensive preparations allowed are foxholes. No entrenchments for
ATGs, vehicles, or heavy weapons.
Victory Points:
250 points. Able to bring spotted indirect or direct fire other
than rifles on crossroads. Spotter's morale state must be halt or better.
- 500 points. LMGs, ATGs, tank guns, or heavy weapons with a
morale state of halt or better able to direct fire on crossroads.
- 1000 points. Hold any building next to crossroads with units
whose morale state is halt or better.
- Subtract the value of defending units destroyed.
Round Three: Attacker
Enter on the northwest road in column. Units must move in column at the
speed of the lowest unit until the turn after contact with the enemy.
Victory Points:
- 500 points for control of the bridge.
- 100 points for each building
under your control.
- Add value of units exiting from the east edge of the table.
- Subtract value of Attacker A units destroyed
Round Three: Attacker B
Enter on the southwest road in column. Units must move in column
at the speed of the lowest unit until the turn after contact with the enemy.
Victory Points:
- 500 points for control of the bridge.
- 100 points for each building under your control.
- Add value of units exiting from the east edge of the table. Subtract
value of Attacker B units destroyed.
SPECIAL TOURNAMENT RULES
- Each towed or carried artillery gun, anti-tank gun, or mortar
comes with six rounds. Each vehicle assigned to the unit contains 20
additional rounds that can be used by any gun in the battery. Self-
propelled artillery and guns come with the ammo, load listed on their
respective vehicle data sheets. Bazookas and panzerschrecks come
with 6 rounds. Anti-tank rifles have unlimited ammunition.
- All soldiers carrying special weapons must have a colored dot
placed on the bottom of the figure. Use the following color scheme:
Red- Panzerfausts Blue- Molotov cocktails Green-
Satchel Charge Yellow-Demo Charge
Tan- Panzerschreck or Bazooka Black- Misc. (describe on
roster)
- It is alright to substitute vehicle models when you cannot get the
correct model. However, as soon the model becomes visible you must
tell your opponent what the actual vehicle is. Example: you only have
Pz IVD models, but they are supposed to be Pz IVFs. As soon as the
tank is visible to the other player, you must let him know it is a IVF
and not a IVD.
- Rolls for damage to armored vehicles are secret per the rules. If
your opponent is having a very lucky day, then call the tournament
director over to observe the rolls. Same goes for morale checks, etc.
- Normally, attacks against units that are off the board, like
artillery, are not allowed. However, if for some reason troops are just
off of the board edge, then aircraft, or perhaps even ground troops
close to the edge of the board, may spot the units. The tournament
director will make a judgment on a case by case basis.
- If a unit or an individual wants to make a suicidal attempt at
something, call the tournament director to run the morale check. You
must keep track of the time limit during your opponent's move. For
the tournament the infantry and armor moves will continue to be three
minutes. The combined move will be six minutes. The tournament
director supplies three minute egg timers; use them.
- Each pair of players wil be penalized for not completing a
minimum of ten turns in the round. The attacker will lose 500 points
and the defender will lose 750 points on the first two rounds. In the
third round both players will lose 500 points.
- Vehicles do not block line of sight.
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© Copyright 1995 by Mike Vogell and Phoenix Military Simulations.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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