The search for a set of WW II battalion/regimental force size wargame rules that can give us a 'good' game with a result for our evening catch ups continues! We have a few of sets to try out and the first cab off the rank was Great Escape Games Iron Cross WW II.
Here's what the rules 'promise';
I am not going to do a rules review here there are plenty of those on the net already, the idea is to try playing a game in an evening seeing if it can be completed in a timely manner whilst being enjoyable and with a WW II feel!
Scale wise with Iron Cross each base of foot figures basically represents a 'section' (called an element of a platoon) and each vehicle or gun represents that vehicle/gun.
Okay to it! Each turn the first player is picked by a D6 roll off, the Brits get away with the initiative on turn one! They advance as fast as they can to move on a board front and with the Germans out of line of sight do so successfully with no intervention. Then the Jerries have their go and are a bit more ambitious, leaving some platoons moving slowly forward in groups others dashed far ahead and occupied a couple of the villages. Cleverly the Brits held back some of their commands and used them to interrupt the Germans getting some shots off and inflicting losses (morale hits).
Turn two and the Brits again get the initiative. This turn though the play turns over more often as both sides, move, fire and rally their men. The British occupy the last two unoccupied towns so both sides have an equal number of these, time to see how easy it is to capture some urban real estate! Turn two sees the first units 'destroyed' both sides losing an MG support element.
Turn three and the Brits are again first off the mark and they concentrate mortar fire on a German platoon in a town whilst bringing infantry with armour support up. Both sides used their commands up in bulk activating each element in this sector over and over trying to inflict casualties while rallying off morale hits almost as fast as they were incurred! The hammered Germans still held the town at the end of the fight and with both sides units 'spent' around the village they each manoeuvred their other units into advantageous attack positions for the nest turn while exchanging fire.
Last turn and finally the Germans got the initiative. It was their chance to get an attack in first! They pushed infantry and two Panzers up to attack Brits in a village but a timely British reaction saw the infantry get a good shot in with a PIAT and they brewed up the leading Panzer! The weakened Germans then pressed their attack again getting a lot of hits on the Brits but unfortunately for them not enough to gain an advantage. Across the rest of the front the rest of both sides elements again moved and fired but overall to no major effect.
So a draw but really with equal forces on a tabletop with terrain placed in an even manner and only a few turns what could be expected. The real result is a resounding yes to the question, would these rules work for us for a Monday evening gaming session. I will schedule a game in for sure to get everyone's feedback!
The initiative system is the jewel of the game, you can use your commands very liberally and it is good that you have the chance to activate a single element to move and fight repeatedly (with a diminishing chance of a successful activation with each attempt) and push an advantage great stuff, but it will mean other elements will have to sit idle for the turn! That said there are some holes in the rules, no off board artillery support, no air support, very generic foot units and standardised vehicle types and movement (none of these are not insurmountable without a few house rules). Lastly the rules could have benefitted from adding a few more pages so there would be more clarity on what is included! I can understand while these rules have not taken off, what's there is great but its what's not there that make its appeal limited to a broad audience, you shouldn't have to buy a set of rules and have to house rule them to make them complete!
Some pictures of the action!
Two British Platoons deploy with armour support, each infantry base is a section, the red mini die represents a PIAT armed unit, the small bullet is a single command and the large bullet is a platoon move, you can move 3 sections for the cost of one command but that is the only action allowed that turn...
Germans advance their centre...
British infantry with armour support attack Germans occupying a village...
The panzers advance...
...supported by the battalion mortars, the blue mini die show the number of shots at a specific target, accuracy improves with each barrage!
Only for the British to take one out with a PIAT!
Multiple small bullets show the number of commands that unit has used...
With their armour stalled the German infantry find it beyond them to push the British from the village!
A British platoon occupies the high ground, the white mini die represents morale hits taken...
Blitzkrieg Commander II is the next set of rules to 'test drive'...
Hi we've been playing these rules for a while, but like you were disappointed with the gaps. So we've re-written them, kept the basic mechanisms but added loads. Play tested them for the last year, and are now pretty happy with them. Happy to share them if you'd like.
ReplyDeleteHi! Thanks for checking out our Blog!
DeleteWe’d be very interested in your ‘full’ set of rules, it would save us reinventing the wheel and doing it for ourselves! You can email me at captain.darling1875@gmail.com many thanks!
Interesting report. Where do you think the gaps in the rules are?
DeleteHi paintgamer!
DeleteThanks for checking out our Blog.
First up can I say the rules play well as written but have the promise to play REALLY well!
Regarding gaps this is a summary of what I see;
-Lack of off board artillery support, at this level of action it should be available.
-Lack of Infantry (and support) unit variety to cover elite, green troops, better weapon types etc, there is some detailing in the the OOBs supplied to download (free) BUT this needs to be in the rules and have more thought in it i.e. how do the changes listed in the OOBs affect unit point and break values?
-Too much standardisation in areas of movement and ranges, more detailed movement allowances per vehicle could be included and not add to the fast play and while I agree in general with the range rules the one thing that irks me is the ones covering Infantry AT weapons.
-I’ll include this in gaps but overall wording of rules and their clarity.
-Lack of air support rules, This for me isn’t a major issue but from the reviews I’ve read to others it certainly is.
Now all the above sounds damning but having played the game I like the ideas at the heart of the rules and if the others in my group do too I’m happy to tweak them and use them. Remember all of my thoughts are based on our group criteria good game that can be played to completion in a timely manner (tough!).
As an aside on the strength of the activation system alone I have ordered Great Escape Games WW I version of these rules, 1914. Reviews I’ve read about them indicate they cover most of the ‘issues’ (remember what I may like others won’t and vis a versa) here. I really hope Great Escape Games take the time to revisit these rules!
Cheers!
Hi I would like to see you additional items please Mr Wargameshed
DeleteHi Unknown, I have the updated rules mentioned above leave an email and I can send them to you cheers!
Delete🙂
Excellent report and the table looks great!
ReplyDeleteCheers Ben!
DeleteThese rules have promise to fill our need for quick play WW II battalion level rules we just need to add a few details, trick is not to add to much which will ruin the whole idea of using them!