Prepared Defenses

For the Tactical Combat Series

by Bob Runnicles and Nigel Roberts


Indian troops dug in along an Italian road.

Having played the TCS system for some years now, we found that one of the primary areas of the game that bugged us from the start is prepared defense Op Sheets. It seems to us that far too much is left to chance when attempting to dig in to a defensive position. We found examples of elite troops failing to dig in due to unlucky die-rolling even though they had plenty of time. On other occasions, units with poor morale found themselves dug in far from where they wanted to be because they were lucky in rolling a 12. The TCS 3.1 rules address this latter point by allowing a unit to begin rolling when it chooses, rather than immediately upon creation of the Op Sheet. However, we still believe this system is inadequate, thus we present our alternative below. The drawback to our system is that it entails some extra record keeping (sorry Dean!); we feel this is an acceptable trade for the greater realism attained. The figures below are loosely based on information provided from a source within the British Army. To use this variant, you will need counters suitably marked from 1 to 3 to represent the varying defensive levels, preferably in at least two different colors to differentiate each side. (We recommend the hedgehog markers from Enemy at the Gates, conveniently provided in two colors!) [Ed. note: The hedgehog markers in EatG all look the same color to me, but they're different from those in GB) Color differentiation is important because a unit gains less benefit from occupying an enemy defensive position than from one of its own.

The Particulars

1. A separate Op Sheet no longer represents Prepared Defensive positions. They are a function undertaken by any unit when needed or required by the owning player. Units follow the usual procedure for implementing a Hasty Defense Op Sheet. Once this sheet has been accepted, the units may begin digging in as outlined below.

2. The act of digging in may now represent any of three Levels of Defense. These Levels of Defense give different defensive modifiers ranging from -1 to -3. Use these values, in place of the standard modifiers, whenever the rules mention a modifier for being dug in. All non-vehicle units may construct up to and including Level 2 positions; only infantry platoons may construct a Level 3. However, any non-vehicle unit may use any already constructed Level 3 position. For example, an MG unit may construct up to a Level 2 position. If it is able to occupy an already built Level 3 position, it may claim that modifier instead. It simply may not build its own Level 3. Tanks and other vehicles may not construct defensive positions of any kind.

Level 1: Gives a -1 modifier. This Level assumes the unit is occupying basic foxholes and other easily modified terrain.

Level 2: Gives a -2 modifier. This Level assumes the unit has taken more time to dig in, building foxholes, limited trenches and basic covered dugouts.

Level 3: Gives (surprisingly) a -3 modifier. This time, the unit has spent long enough to dig a network of well-placed foxholes and trenches, and set up better lanes of fire from superior positions.

3. During the Command Phase, the player decides which units he wants to commence digging in. He writes down the necessary information as outlined below, and begins accruing turns from the end of that turn's friendly Action Phase, and at the end of each friendly Action Phase thereafter as required.

4. Now, when a unit begins to dig in, record its ID and hex number (Figure 2). Roll two dice and compare them with the unit's morale using the table in Figure 1. This provides the number of turns necessary for that unit to complete each level of defense; record these numbers. The figures are inclusive (i.e. the time spent building Level I contributes to the time needed for Level 2 and so on) and remain constant while the unit remains in that hex.

5. Accumulate turns on a one-for-one basis, with this exception; if any firepower (including artillery and air power) fires at the unit during the turn, digging in is disrupted and the unit accrues no additional turns. We suggest marking units that have received fire with those handy little things, KT-X markers. Apply accrued turns at the end of that side's Action Phase to those units building defensive positions. At this time, indicate any new levels attained by placement of relevant markers. Night turns that pass without incident count as three turns for defensive position building purposes only.

6. Having multiple units in a hex does not affect the die roll in any way. You must decide if you want high morale units to do the digging quickly (thus removing a good unit from the field) or let a low morale unit (who may not be needed on the field) take longer to get construction under way.

7. If a unit leaves the hex, any turns accrued towards the next level are lost. If a unit enters a hex already containing an existing defensive position level, it may roll on the table as usual. However, it carries on construction toward the next level on the assumption that the turns required to build the existing level have been accrued. This applies even if it is the same unit that built the existing level. [Figure 1].

8. Once a unit has built a defensive position, place a representative counter for that level on top of the builder, in addition to any other units that occupy the hex at the time. This counter remains on the map until removed by the owning player (defined as last the person to have entered the hex); he must have a unit in the hex at the end of the turn in which he desires to reduce the position. [see (10)]

9. Any friendly unit entering the hex immediately benefits from the defenses therein for purposes such as overwatch and/or artillery blast radii (TCS 3. 1). Any enemy unit assaulting the hex does not get any benefit until such time as he wins and can occupy the hex. Any friendly units entering an empty position will gain the benefits of that position immediately. An enemy unit that occupies such a hex can only claim the benefit of that Level minus 1. For example, an enemy unit occupying a Level 3 hex could only claim Level 2 protection; if it occupied a Level 1 hex, it would get no modifier. Should it wish to destroy or reduce the position, rule (10) comes into effect.

10. If a player wishes to destroy any defenses he occupies (perhaps to deny them to the other player), he may voluntarily reduce such a hex at the end of his turn. However, he may only reduce the level of defenses by the number of friendly non-vehicle units in that hex at the end of his Action Phase.

11. Except where noted above, assume these defensive positions to have an identical effect to those generated by the old Prepared Defense Op Sheets.

Figure 1: The Defense Table
Unit
Morale
Die Roll
2-34-56-89-1011-12
01,12,322,14,343,16,364,18,385,20,40
12,15,363,17,384,19,405,21,426,23,44
24,18,405,20,426,22,7,24,468,26,48
36,21,447,23,468,25,489,27,5010,29,52
48,24,489,26,5010,28,5211,30,5412,32,56
510,27,5211,29,5412,31,5613,33,5814,35,60
612,30,5613,32,5814,34,6015,35,6216,38,64
714,33,6015,35,6216,37,6414,39,6618,41,68

Further Options

One option that we have not yet explored (but could be persuaded to depending on the popularity of this article) is the varying effect of terrain on digging defensive positions. As it is now, you should use the figures we provide in the Defense Table as a standard. However, it is obvious that any number of different factors could have a bearing on construction; for instance the time of year (winter is not the ideal time to be digging up the ground!) and the theater (Crete is not the ideal location to try to dig in, but the beach fronts of Normandy during the summer probably are ... ) will have a very definite effect. For the moment, we suggest you use your discretion when deciding on modifiers to the table, but we are prepared to provide a follow-up article should this variant gain sufficient approval.

A possible way to avoid the record keeping, yet retain the purpose, is to allow the player to roll at the company level, but only once per Defensive Op Sheet. Record the number of turns required to build each level on each company's Defensive Op Sheet; it would apply for the duration of that sheet. Then, you can mark any units on that Op Sheet that have made the necessary roll with counters underneath to represent the number of turns spent digging in. You would need counters for the numbers from 1 to 9, and for each multiple of 10 (i.e. 10, 20, 30, etc.). When using this system, in any companies where different unit morales are present, assume the worst morale for the Defense Table roll.

US troops dug in during the winter of 1944.

Note that elite units (those with morales 0-1) may be able to construct Level I defenses within 1 hour, if they roll well enough. This is intentional, and serves to demonstrate the difference in efficiency between high and low morale units. The average unit will construct a Level I position in about 3 hours (if able to work uninterrupted), which we believe to be a reasonable claim.

The result indicates the turns required (in total) to construct each level of defense, with the turns accumulated for previous levels counting toward the total for each subsequent level.

Examples: (Assume for these examples that any units in question are on existing implemented Hasty Defense Op Sheets).

A 2 morale unit reaches a suitable position and decides to dig in. He rolls a 5 and looks on the table, finding the result 5, 20, 42. At the end of that turn's Action Phase, assuming he has not been shot at, he marks down an accrued turn. By the fifth turn, if not fired upon, he will be able to place a Level I marker. He decides to carry on building, hoping to build up the 20 accrued turns necessary to place a Level 2.

Let us assume, however, that operational requirements disturb his building activity, and he must leave the hex. Any accrued turns he built up towards Level 2 are wasted, but the Level I remains for use. A few turns later, another unit enters the hex, this time a morale 6 rear-area guy. He rolls on the table and gets a 9, giving a result of 15, 36, 62. Because the Level I already exists, he can mark off 15 turns as previously accrued, and now begins adding turns to build up the 36 accrued turns necessary for Level 2.

Summing Up

This variation on the defensive orders came about due to our belief that the Prepared Defense Op Sheet principle is flawed. We think that the number of men on an Op Sheet should not affect whether or not those men may dig in; digging in is a fundamental action that combat soldiers tended to undertake as a matter of course. We represent this by the ease with which units, particularly units with better morale, can attain level 1. It is our opinion that the morale of these units should affect the ease with which they can assume a full defensive position, with all the modifiers that entails. The troops with higher morale are more likely to be better led, and more physically able to do the job in a correspondingly shorter time than their less motivated brethren.

I know the designer of this series (Hi again, Dean) is making a conscious effort to move away from record keeping, but for those of you with the inclination, we feel that this system improves upon the rules as they stand. We urge you to try our method out.


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