A divisional level game – the forces are explained in this post https://diggingforvictoryblog.com/2016/12/13/krieg-onhe-hasse-war-without-hate-preparing-a-play-through/
The battlefield is divided into squares – for me I am using 8″ squares, and the rules use a D6.
Each square can hold up to 6 individual figures/units with 3 a maximum along one side – these three if in base to base contact are considered a battle group (two units can also be considered a battle group)
For the purpose of the game the German forces and command will be considered superior quality and everything else average. Each unit has individual statistics which also reflects its points total.
One of the interesting things of these rules is the phasing and movement – so as I am going to start the British further out and the Germans effectively entering the table so the phasing can be clearly understood.
The Scenario is an attack defence game – the British are attempting to stop the German assault and hold the village and the ridge to its side. . The game does have a points system however I have chosen sides by what I feel is right (whilst using the 21st Panzer division OB found in the rules).
In the photo above the British set up can be seen. In the distance the 8th Hussars and the South African Armoured Car unit (SAAC) can be seen holding a recon line – these troops don’t need to be in command range as they act autonomously. To the left in the village the 22nd Armoured have formed a battle group with their only eligible tank – an I tank and the attached brigade Infantry and anti tank unit. To the right the 7th Support Groups two infantry Btns have started to dig in with the groups anti tank guns. To the right of this is a minefield. Behind the ridge is the medium field artillery of the 7th Support Group, and aligned in front the 3 Btns of the 22nd Armoured Brigade in reserve. Divisional HQ is with the tanks, 7th Group HQ with the artillery and the 22nd Brigade HQ with the battle group in the village.
The Germans are to enter via the road……………..
So to start – as the Germans are the attackers they will have the initiative. Each move is divided into 4 phases within which only some units can move – this mechanism is to simulate the speed of armour and motorised units over, say infantry footslogging.
First up – issuing ‘orders’ – everything must be operating under an ‘order’ – in these rules ‘orders’ actually mean ‘tactical stance’ i.e move, hasty defence, hasty attack etc., first the Germans and then the British decide their ‘orders’ for the move.
The British infantry can now roll to see if they can improve their defences – 4+ is required on a D6 with modifiers – one btn on the ridge and the unit in the village do so. In the game there are 3 levels of hasty defence – plus a prepared defence – each 4th phase the units can roll to dig in further.
First phase. In this phase only mechanised with movement orders and recon can move
The first action in each phase is direct fire – there is none at the start. The German Recon unit moves on table – each unit can move 1 square per phased move (so recon will move 4 squares over the 4 phase turn as it can move each phase). After the German move all sides reveal movement orders (remember this is its tactical stance)
Next action of the phase is for the British player to call for any barrages in support of any close assaults – as well as there is no assaults he is out of range (the medium artillery has a 7 square range), after this the Germans can call for barrages in support of close assaults but they have no artillery on table.
The next action of the phase is to resolve any German close assaults – as the German recon could only move 1 square it was not able to attempt to close assault the British SAAC recon unit.
Next action of the phase the British may move any units with a move order.
The phase then repeats the actions as above with both sides calling for barrages with the British going first and resolving any close assaults from their movement.
Second phase. In this action all that moved above plus Motorised with move orders can move now.
First off direct fire between the German recon and the SAAC takes place.(The SAAC had a chance to move away in the last phase but they need to slow the German advance down). A simple 6 is required with modifiers (+1 for superior German -1 for inferior British), both sides fail to hit. Thought: It seems the British old recon equipment are only good enough to make the Germans give ground whilst direct firing.
The Germans bring two battle groups onto the table either side – a tank and two motorised units each. The German recon units move to close assault the SAAC recon unit. Thought : The Germans are good enough to kill the British recon in direct fire without having to close assault. Also the Germans don’t have to change tactical stance to hasty attack – they are good enough to beat the British on the move!
For the close assault the Germans will count as 2 separate attacks as the units are not combined into a battle group. Again its a D6 with modifiers – and then cross referenced to the order state of the defenders – for example the SAAC is under a move order (and wont get any defence plusses). The modifier is 0 as both attacks are one against one and they are both under movement orders – the die roll is a 1 and a 5 – cross referenced against the modifier total of 0 means one of the Germans retreat (from the 1) and the SAAC unit retreats (from the 5). Both retreating units must test for attrition – a D6 roll of 1 and they take a loss (each unit can take 2 hits). In this case both save. Thought – close assault can be dangerous, especially in a move tactical stance! – better to sit off and fire if you can?
In the phasing the British player could have again tried to bring in a barrage to support the SAAC but the artillery is just out of range.
Next action the British move – the 8th Hussars move towards the advancing Germans; remember their aim is to slow the Germans down.
Third Phase. All mounted infantry, I Tanks and motorised plus all units that could move previously can move now.
First action is direct fire – the German recon exchanges fire with the SAAC. The Germans roll 5 but get a +1 for being superior – they hit and forces it to give ground. SAAC get a 6, but have a -1 modifier so miss; SAAC are onto a hiding here, the only way they can hold the Germans up is by dying or getting into close assault. The right hand German battle group also fires on the second SAAC unit – missing. The SAAC unit misses in reply, again because of the -1 modifier. The British need to work out the best use for these recon units – they are only going to get beaten eventually……
The Germans move the entire division on except a btn of tanks. The Artillery unlimbered at the table edge – 7 squares will easily allow a barrage of the British defences. The German division commander stays with the artillery, the tank regiment commander moves with the Tanks on the left flank. The right flank battle group remains held up by the SAAC recon. it could debus and carry out a close assault but this could hold it up further (and would only be close assaulting on a move tactical stance). The German recon is moved to help but is not clearing the British recon quick enough…the German divisional commander is getting impatient.
Fourth (and last) Phase. Everything plus foot infantry can move now.
First direct fire – the German left hand battle group fires on the SAAC unit to its front – a 5 which forces it to give ground, obviously it fails in its reply. The right hand battle group fires on the 8th Hussars to its front – a modified 6 – a hit and it gives ground. Again its reply fails. The 8th hussars unit to its flank also fails.
The German first Btn of tanks also fires at the 8th Hussars – diagonally (and therefore only one of the two units gets to shoot) – A 6 – another hit and a give ground, as it only has 2 hits the unit is removed. First blood to the Germans. The German division now moves forward…..
On the 4th phase the British can roll to see if a plane can be called up – A 6 is needed – they get one!!! Sadly the plane misses the target of the German tanks (using the direct fire table).
As there are no close assaults that is the end of the first turn.
The position from the British side after the first turn.
And from the German side
Orders are issued (i.e tactical stances may be changed) The British roll to see if they can upgrade their defences – however they fail!
Phase one. Direct fire is exchanged between the advancing Germans and the British recon – The SAAC lose a unit. The German tanks move up and the recon unit close assaults the SAAC unit, causing a hit and pushing it back. The British try to call up a barrage in front of the infantry on the ridge and fail, the Germans likewise fail.
Direct fire again – the German tank unit finally removes the last of the 8th Hussars units, it fails to reply (are you surprised?). The British again fail to call up artillery but one of the German artillery succeeds and lays a barrage on one of the infantry units digging in on the ridge. The German recon unit is going to try to close assault this British infantry………..although the Germans have a barrage (+2), and are superior (+1) the British have 3 units (-2 to the Germans), one an anti tank gun (-2 to the Germans) and they are in a hasty defence (-2 to the Germans) – the result is Attacker retreat – saving the attrition roll..the British have survived for now.
The British start to concentrate their armour behind the ridge – where they think the main German thrust will come.
The British anti tank on the ridge continues to fire on the German recon (unlike the British recon units it is ‘less bad’ in comparison to the German recon and therefore has a chance to hit) The other German recon exchanges fire with the remaining SAAC unit, both hit. The SAAC unit is destroyed as it has two hits – the German recon gives ground. The German line surges forward – against the ridge the German tank btn leads the battle group, on the right the battle group has a decision – debus now and move forward in the fourth phase (but be unable to close assault until the next 4th phase when the infantry can move) or move forward in the trucks to the adjacent square to the British – and debus and close assault in the 4th phase – this will leave them open to fire by the British in a vulnerable situation. As expected they move forward and debus – they have the support of a tank after all!
The British just finish concentrating the armour behind the ridge for a counterattack.
Direct fire – Shooting is exchanged between both sides front line units – however the Germans score a victory in pushing the I Tank back out of the village, and the German tank battalion hits and pushes back one of the infantry units on the ridge. Tricky times for the British. They return fire with the anti tank gun and push back one of the tanks – this may save them…
The German infantry and tank battle group go for close assault against the ridge. it is worked out as follows +1 for more attackers, +1 superior, -1 defenders have defensive terrain, -2 defenders have A/T support, +1 assaulting armour has infantry support, +2 Germans have barrage support. This comes to +2 – against a Hasty defence 1 this gives an extra modifier of -2 for total of 0. The die is rolled on the evens row of the combat table – resulting in DF – desperate fighting – another round of close combat has to occur after an attrition roll – the infantry fails to save. Next round – recalculation works out the same – so dice roll 6 – defender retreats after attrition roll which causes a final hit on the infantry.
The Germans have half the ridge….the British could counterattack here but they have no viable force to do so. Thought – the British tanks are located too far away for effective counterattack, and their tactical stance is still move – not the best.
Over on the right hand flank the assault on the village goes like this – +1 to the Germans for one more unit, +1 for being superior, -1 defenders have defensive terrain, +1 assaulting armour has infantry support, -2 defenders have A/T support, -2 versus a hasty defence 1. This gives a total of -2. On this row a roll of 1 (for that is what the Germans rolled!) they get knocked back and lose 2 hits plus 1 from attrition………..Ouch.
The British move their tanks up to prepare for the counterattack…..
End of turn two.
From the British side – the Germans have broken through on the ridge, and are waiting to go in on the other part of the ridge. The British armour still needs to move to counterattack – close assault is a better option as they are inferior to the Germans in quality and, like the recon can get a successful kill in by shooting.
From the German side the recon line has been punched through, the ridge is breached and only the British tanks to beat………..after the failure the village attack it might be best to hold off and wait until the village can be surrounded.
Both sides are going to try and change some tactical stances as the battle is reaching its climax……….The German battle group that breached the ridge changes to a hasty defence expecting the counterattack. The battle group still to attack the ridge changes to a hasty attack, the one outside the village to a hasty defence.
The British on the ridge and the village attempt to dig in more and succeed, however the British tank force fails – looks like its going to go in off the march!!
First phase. Direct fire. The exchange of fire across the front results in the German tank being forced to give ground by the British anti tank gun on the ridge. The British call up artillery to hit the Germans holding the ridge in support of the armour counterattack.
The British tanks go in against the Germans on the ridge……..-1 for one less unit, -1 majority of units are inferior,-1 defenders have defensive terrain, -1 defenders have infantry support, +2 bombardment for a total -2. As the British are moving against a hasty defence another -2 for -4. The worst row to roll along – they get a 3 giving AR+1. The British retreat, losing 1 loss, saving attrition however. Oh dear.
Direct Fire. The German tanks fire on the British infantry remains beyond the ridge knocking them further back. Exchanges of fire elsewhere knock the I tank back out of the village and cause a casualty on the waiting German infantry in front of the ridge.
German movement sees the German recon start to move around the flank of the village whilst the German tanks surge over the captured ridge and turn to close assault the British tanks. The calculation is as follows, +1 units are superior, +2 flank attack for a total of +3. Both tactical stance is move so that add 0. On the +3 the Germans roll a 5 – DR+1. The British lose, losing 1 casualty and are forced to give ground, they save attrition rolls.
With that the British concede defeat. The Germans have broken through with major assets and the village and ridge is almost surrounded. The position at the end
It is really important to ensure that the vital statistics of your units are clear at the start – what armour level and what gun level – for exact direct fire calculations. Again this isn’t especially well explained and the one page points system seems to stand alone but is actually vital to the game.
Understanding that the tactical stance of your forces are not the orders of your units. It can be in a hasty attack stance and still just move (I can’t be in a defence stance and move though). This is a key element of these rules and to be frank it is not explained that well.
Artillery seems to only either be used for direct fire (i.e into the next square) or as barrage support for close assaults – and then its quite difficult to call up – I am a WW1 man and I don’t see why pre-planned defensive/attacking barrages can’t be implemented!!
HQ’s seem to only serve a purpose in defining if a unit is in command or not – as a modifier – not for anything else.
Ii tried to do these with only a few markers – I think you probably need a lot more to keep track of what your units are doing.
The idea of putting together battle groups (if your doctrine allows – hence I could only put the I Tank in a group with the British infantry) is nice and facilitated quite nicely – however again its not entirely explained well.
I own and have played MegaBlitz quite a lot and its variant NotQuiteMechanised and I am familiar with KISS Rommel. These rules do what they say quite successfully, but perhaps could be better explained, they would have hugely benefited from an independent editor – Now I feel I have cracked them I will be using these in future for my Division level games. I know Kevin wants to try them on the Eastern Front.
Kevin and I will be playing these over the Christmas down time.