Spearhead

An Overview of the WWII Rules

by Scott M. Savory


SPEARHEAD is a set of WWII miniatures rules written by Arty Conliff and published by Quantum Printing. These rules were published in 1995; I saw them played at Historicon '95. I heard favorable comments about the rules there, so I picked up a copy at Rally Round the Flag '95. Our local group, Wayne's Legion Historical Garners, has played several games using these rules. I offer the following description for the benefit of those garners who haven't yet had the opportunity to try them.

SPEARHEAD is designed for multiple-battalion games, up to a division per side, and allows such games to be played to completion in a reasonable amount of time (generally within an evening). Each model vehicle/troop stand represents one platoon. One inch = 100 yards; one game turn = 15 to 30 minutes. The rules can be used with micro-armor (1/285), 15mm and 20mm figures. The ground scale allows battles to be fought on a relatively small table.

Components:

SPEARHEAD consists of two books. The 35-page rule book is broken into two major parts: Part one is the command system, which summarizes the organization of forces, the chain of command, and the orders system. Part two is the battle system, which sets forth rules for movement, combat, etc. The rule book also includes three scenarios, and is illustrated with diagrams and photos of miniatures.

Overall, the rules are very well organized and extensively cross-indexed, which greatly speeds play. The second book consists of Tables of Organization and Equipment (TO&Es) for the major powers who fought in the European theater: Germany, Italy, France, Great Britain, Russia, and the United States. SPEARHEAD also includes two quick reference cards with summaries of important rules, and four data cards with attack, defense, and movement statistics for the combat units.

The heart of the game is the command system. The basic unit is the battalion; all on-table assets must be attached to a battalion. Each battalion is given an order at the start of the game. It is necessary to prepare sketch maps of the tabletop prior to play; orders are marked on these maps. There are essentially two basic orders: attack and defend. Battalions under a defend order have their positions marked on the map. When defending, the battalion headquarters may not move. Limited movement by combat platoons is permitted, but the platoons must remain within the command zone (either 6" or 12" from btn HQ, depending on the size of the btn).

The other basic order is attack. Battalions under attack orders have an arrow drawn on the map indicating the path the battalion will take. The btn HQ must follow the arrow exactly; the platoons must remain within the battalion command zone. Until enemy units are spotted, units operating under attack orders must advance at least 6" per turn, terrain permitting. As soon as enemy resistance is encountered, units may slow their advance accordingly. A variation on the attack order is the flank order, which is basically just like an attack, except that the battalion enters the table from the side, instead of from the player's baseline.

A die roll is required to successfully carry out a flank order, with the Germans having the highest chance to succeed, and the Russians the lowest. In addition, battalions may be placed in reserve at the start of the game, allowing the player to await developments before committing these forces.

However, no reserve unit may be given orders until friendly forces spot enemy forces on the table. Orders may be changed under certain conditions; a die roll is required to successfully change orders. Again, the Germans have the best chance to successfully change orders. In addition, at any time a battalion may break-off by moving two full turns away from the enemy; it then stops and operates under a defend order.

This command/control system is very easy to use, yet it successfully forces players to develop their plan carefully. Once initial orders are given, it can be difficult to change your plan if things don't work out like you intended. It also makes it very difficult for players to respond to enemy forces which their troops haven't spotted. Just because the player can see an enemy force on the other side of the hill, doesn't mean he can change his battalions' orders!

Sequence of play:

Each side first rolls for initiative; the side which wins the initiative may elect to move first or second that turn. After both sides have moved, all fire combat is resolved. The fire phase is broken down into several subphases, with units firing in the following order:

1) Air attacks/FLAK and artillery (indirect) fire.
2) Stationary infantry fire.
3) ATGs/field guns.
4) Stationary vehicle fire.
5) Moving infantry fire.
6) Moving vehicle fire.

Within each of these subphases, all fire is assumed to be simultaneous. After all fire is completed, any morale checks are resolved. Close combat is then resolved (which may trigger additional morale checks). Finally, during the command phase, platoons may attempt to rally from suppression, and order changes are attempted.

Movement is fairly simple Generally, infantry units can move 6", while most vehicles can move 9" or 12". Platoons are somewhat restricted in their ability to change facing, however. Each turn, a platoon can pivot in place up to 45 degrees. Any movement is then done in a straight line (terrain permitting). Thus, it will take two turns for a platoon to face an enemy threat on its flank, and it can take four turns for a platoon to perform an about face (unless breaking-off). The intent of this rule seems to be to simulate the confusion of battle by making it difficult to rapidly respond to a changing tactical situation, but some players in our group have expressed criticism of this; they feel it is far too restrictive.

Platoons which move more than half of their total movement allowance may not fire that turn. Most platoons may fire if they move half or less of their total movement (non-turreted vehicles may not move and fire, however). Note that per the sequence of play above, stationary units may fire before moving units can.

Spotting is very simple; it can occur at any time. It depends on the type of unit being spotted (infantry or vehicles), and whether or not the unit is in cover. Infantry in the open can be seen 9" away, vehicles in the open can be spotted 18" away. When in cover, the spotting ranges drop to 3" and 6", respectively. Any unit which fires can be seen 12" away.

Fire combat is resolved by comparing the firing unit's attack factor (either its anti-tank or anti-infantry factor, as appropriate) to the defense factor of the defending platoon. Any difference in these two numbers becomes a die roll modifier. A D6 is rolled: a result of 3 or less is no effect, a 4-5 suppresses the target, and a 6 or higher eliminates the target. Suppressed units may not move or fire until rallied; in addition, a suppressed unit which receives a second suppression result is eliminated. Ranges are typically 6" for small arms fire; most AFVs fire 12", with high velocity guns able to fire out to 18." Indirect fire is resolved similarly, but a spotter must be designated, and a die roll must be made to successfully call in the fire. One key aspect of fire combat is the target priority rule. Generally, it requires units to fire at targets consistent with typical WWII combat doctrine. Thus, tanks must fire at enemy tanks first, then other armored targets; they may only fire at enemy infantry if there are no armored targets available. This rule encourages players to use combined arms tactics.

Close combat is resolved if enemy units remain in contact after fire is resolved. Each side rolls a D6, which can be modified for various conditions. High roll wins; the loser is eliminated.

Morale is checked by battalion, and depends on the morale rating assigned at the start of the game. Battalions may be rated as green, regular, or veteran. Green battalions must check morale when losses reach 33%, they check again when losses reach 50% and 66%. Regulars check at 50% and at 66%, while veterans don't check until they incur 66% losses. Roll a D6; on a 1-4, the battalion is removed from the table. The rules state than if a battalion reaches 66% losses and passes its morale roll, then it never needs to check morale again. Our group has changed this rule; we require the battalion to check morale each turn it loses a platoon after it reaches the 66% level.

I have only described the most basic aspects of SPEARHEAD; there are also rules for pre-planned artillery bombardment missions, smoke effects, ground-attack aircraft and anti-aircraft, overrun attacks, fighting in towns, engineering tasks, etc.

As stated in the Introduction to the rules, SPEARHEAD is intended to put players in the role of divisional, brigade and regimental commanders. A player should command at least one battalion, I have commanded as many as three full-strength battalions in one battle, without causing an undue burden. The rules are very playable; a game can easily be resolved in an evening. Many tactical details found in other rules have been abstracted in SPEARHEAD. Reaction to SPEARHEAD in our group has been mostly favorable, however, a couple of garners do not like the level of abstraction; they prefer more tactical detail. Personally, I enjoy playing SPEARHEAD, and I would recommend them to anyone looking for a playable set of WWII rules.


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