MIA – PACT Airborne Forces

MIA – PACT Airborne Forces

When Battlefront published RED DAWN and the Airborne Assault Missions Pack 18 months ago, I found one casual comment disturbing.  Page 46 says “WARSAW PACT armies (Czechoslovakian, East German, and Polish) lacked dedicated airborne infantry (as opposed to airborne raiding troops) …”

6th Polish Airborne Division Patch

This is a distinction without a difference, and a dismissal.  I intend to correct the record and give some ideas how these MIA units can be incorporated into the game in casual play.

I’m going to follow the sequence in WARSAW PACT in this discussion but start with a unit found in all PACT armies.

First Look at Germans in Bolt Action 3rd Edition

By Kreighton Long

Within the next few weeks the 3rd Edition rulebook of Warlord Games’ WWII platoon skirmish game will hit store shelves and mailboxes around the world.  We here at No Dice No Glory were given the opportunity to peruse the upcoming rulebook and I personally scrolled straight to the Armies of Germany section to see what notable changes Warlord Games has in store for the Wehrmacht.

 

More thoughts about Dynamic Points for Team Yankee

Battlefront has decided to bring dynamic points to Team Yankee. It’s an exciting prospect to adjust the points of various units which will certainly adjust how people build lists. The first set of changes have landed in https:forces.team-yankee.com allowing everyone to more easier build test lists.

Thus far the modifications include making anti-aircraft units more expensive and tanks less expensive. Battlefront has been clear, their initial changes are a start not a final word, as the game is a living game. They next time they’ll revisit is approximately in the November 2024 timeframe.

Getting back to basics, what is the goal?

Team Yankee is a point costed system where you can show up at the table to play against someone where your units and all their capabilities will have some areas where you are strong, others where you might be weak due to the choices you’ve made putting together a list. Dynamic points allow the designers to revisit those point costs after the fact tuning to in hopes to adjust the balance.

Math is hard, be it via forces or pencil and paper.

Long time players know and see that there are certain combos and list elements that over or under perform.  Adjusting points can help the things that under perform, enticing players to make use of them, get them off that dusty shelf, and those units that over perform, make them a little more expensive so while you might still take the unit, you’ll have to make sacrifices elsewhere.

What’s changed?

The dynamic points changes that have landed make main battle tanks (MBTs) cheaper. This should entice players to field a few more than what they have done in the past. Leo2’s, T-80s, M1A1s etc. will probably be on the table more often. Well, maybe.

Anti-aircraft is more expensive. You’ll feel the pain to mitigate those higher point games where you just know people will be bringing air assets. Anti-aircraft units often had another purpose though and that is to go over low armor APCs and such. The West German Gepards, British Chieftain Marksmen, Russian Tunguska, and so on all work well in that capacity. While more expensive I doubt raising the points a bit with change these often auto-include units.

Current challenges in the game

Let’s spend a few moments and think about problem areas in the game that dynamic points didn’t touch. What detracts from the game or causes frustration with players. This is my list.

  • Missiles are everywhere. From APCs, man packed, helicopters, tank fired and more it’s a wide range of AT with one focus, knocking out other vehicles. Anti tank assets are everywhere.
  • APCs are more prevalent and as the game stands they are allowed to function far and away from the unit to which they are attached. This causes them to be used in ways uncharacteristic of APCs, whose purpose is to support and carry the unit they are assigned.
  • Strike Aircraft/Anti-aircraft struggles, on the one hand harriers are the terror of the table with their 3+ arrival and very effective munitions load out with high AT. The remaining strike aircraft somewhat suffer with a 4+ arrival and some nations aircraft are easier to hit with worse saves.

Points won’t fix these kinds of challenges. Should we consider what could help the game? These are thoughts offered up for consideration with the goal of improving the game.

Missiles

Team Yankee, depending on your list can be one large missile fest. For some units that makes perfect sense, take the Soviet Storms, they should have plenty of missiles on hand as that is why they exist.  The Soviet BMP-1 also carries missiles, but it’s not a tank hunter, it’s an APC. Its standard load out is only 4 AT-3 Sagger missiles. Yet in Team Yankee, BMP swarm lists are a “thing” because salvo after salvo of BMP missiles can handle many a tank or APC.

BMPs are not alone in limited missile load outs. Consider man-packed Milan missiles. There would only be so many carried and if infantry is out on the march, without their APCs nearby, the infantry teams could only carry so many.

I think the solution isn’t in a points adjustment, but rather the adjustment of game mechanics. Some might be quick to suggest ammo load outs. Certainly other rule systems like PSC’s Battlegroup NorthAG/CentAG do just this, but it’s also a pain to track ammo for a game you want to get done in a few hours.

How about an ammo check instead?  After missile shooting by a Tank attachment or missile team with a heavy weapon designation, that a 3+ be rolled or the unit is “out of ammo” when it comes to missiles.

APCs

A substantial difference between Team Yankee and Flames of War is support units are able to act independently of the team they support. Consider the French 120mm man packed mortar unit, which comes wither either 3 or 6 VAB transports. These armored transports can go running around the table doing anything they like. I personally like to use them to try and hunt down infantry on the move.

Transports have an offensive responsibility, consider the Bradley or BMP-1, BMP-2, Marder 2 which all carry infantry forward.  Roaming out far and wide alone on the table top?  It’s a common tactic with NATO and WARPAC players. It casts them into being used as battlefield chaff (when empty), annoying to deal with it and it leads to spam lists.

What if transport attachments went back to having to stay with in a certain distance of teams they support? Perhaps 6″, 8″ even 12″ could still be representational of their role in modern times. This wouldn’t tie them down, rather if they are carrying even a subset of the infantry they support, that would be more in keeping with how they are used.

So the thought is, unlike Flames of War, don’t require that transport attachments need to be within command distance of the infantry platoon/company commander, rather require that they have to be within 6″-8″ of infantry teams that they support.

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Strike Aircraft

Aircraft present an interesting challenge in Team Yankee. Soviet SU-17 Fitter strike aircraft with their 5+ skill, 3+ to hit and 5+ save, 8 points for 6 planes are generally not worth the points and thus don’t see the table top often.  Where as British Harriers with a 3+ skill, 4+ to hit, and 5+ save that appear on a 3+ instead of the usual 4+ are very often worth the points due to their BL-755 Cluster Bombs that use a Salvo template with a crazy good 8 Anti-Tank and 3+ fire power, 4 planes for 10 points.

There is a wide range of capability yet the point difference is only 2.  Yet if we look at the Finns who have access to 4 Viggens for 16 points, skill 3+, hit on 4+, 5+ save with a one shot salvo with a 5 anti-tank and 3+ fire power, quite a point increase for lesser capabilities.

Comparisons of points across nationalities is perhaps also the wrong way of looking at it, as point values can represent access to hardware, tactical doctrines and more.

In the case of strike aircraft I think there is a case to be made for a point cost for availability. The flames of war v3 system of purchasing 3 dice, 5 dice, or 7 dice, to determine aircraft availability immediately comes to mind. If there was any 5s in the mix, your aircraft were available. If you wanted to have a fighter intercept you’d roll your dice  and look for a 6 in the results and if so, the enemy planes were intercepted and not available after all. However after every roll you made no matter the reason, you’d lose one dice from the pool, but you’d always at a minimum roll at least 1 die for availability or intercept.

What if you pay in points for a number of dice for aircraft intercept and strike aircraft support?  Consider 10 points for 7 dice availability of  6 Soviet SU-17 fitters, 5 dice availability for 6 points, and 3 dice for 4 points. What could be reasonable point values for other nations strike aircraft?

I would assert this was a better system for determining aircraft availability. Paying points for more reliability and capability is a better approach.

Wrap up

Dynamic points for Team Yankee has potential to stir up list building by giving players lower cost tank options. The months ahead as tournaments and casual gaming occur, should see some interesting after action reports. I’m not expecting much, especially due to the “missile fest” challenge I brought up within this article. With all the AT out there, cheaper tanks are still easy targets.

In the Minneapolis / St Paul area where I game, our next tournament is tank themes so while we’re using dynamic points, list building rules won’t be normal. Fall in, Autumn Wars and other events will probably be a better guide presuming they use dynamic points.

Time will tell if Battlefront will consider adjusting other elements of the game to address problems instead of just via points adjustments.

 

 

Building My First Display Board

 

By Kreighton Long

At this past April’s Operation Roundup Tournament I eagerly competed in the Best Painted Force finishing towards the top but not high enough to place.  The category that hurt my score the most was my lack of a display board.  Historically, I’ve avoided building a display board as I would rather invest the time, energy, and resources into painting miniatures and terrain.

Humbled, I decided that I can’t win unless I play the game and this game requires a display board.  Driven by spite I committed myself to investing some of my summer break into building my first display board. As this is my first attempt at a display board the unofficial motto from the start was “good enough”.

Retrospective of Medieval: Total War

‘There are some defeats more triumphant than victories.” – Michel de Montaigne

By Patrick S. Baker

The second installment of the Total War series started out as Crusader: Total War but was quickly renamed to Medieval: Total War (Medieval) to better describe the actual scope of the game. Development of Medieval started shortly after the successful launch of Shogun: Total War (Shogun). The game was developed by The Creative Assembly (CA) and published by Activision. It was released in August 2002, just two years and one month after the release of Shogun.

Throughout the development of the game, the team at CA sought to build on the foundation laid by Shogun, while also aiming to create a more expansive and historically rich experience. The selection of a medieval setting allowed for a diverse range of factions, units, and technologies. The new setting also provided a vast arena for the developers and the players.

The CA team placed a strong emphasis on historical accuracy and authenticity in Medieval.  To achieve this, they recruited the help of several distinguished Medieval and Military historians. Most notably Dr. David Nicolle and Dr. Richard Holmes. Drs. Nicolle and Holmes expertise in medieval politics and warfare ensured that the game’s units, factions, and events were historically accurate.

A Retrospective of RAF

“Never in the field of human conflict was so much owed by so many to so few.” -Winston Churchill

By Patrick S. Baker

RAF August 1940: The Battle of Britian (1986)

The first edition of RAF August 1940: The Battle of Britain, designed by the award-winning gamer designer John Butterfield, was published by West End Games in 1986.  Butterfield is best known for his solo designs.  His designs are appreciated for their straightforward rules and immersive game play.

His best known games are the D-Day series (D-Day at Omaha Beach and D-Day at Tarawa) . Further, Butterfield is the designer that introduced the use of cards, rather than dice, to control the action in solo games.  RAF is among the first, maybe the first, solo game to be largely card, versus dice, driven.

In the game, the solo player is put in charge of the British Royal Air Force (RAF) during the Battle of Britain.

After the Germans defeated France and drove the British Expeditionary Force off the Continent in the Battle of France in June 1940, the United Kingdom (UK) stood alone against the might of the German Wehrmacht.

Building Homemade Rivers

By Kreighton Long

My summer of terrain projects continues with a set of homemade rivers.  I set out to echo the method by which I created a set of ponds several years ago.  The materials I used were chipboard for the base, plastic table covers for the river, Vallejo’s Silver Grey paint, Apple Barrel’s Black and Melted Chocolate paint, Delta Creative’s Trail Tan paint, Craft Smart’s Olive Green and Espresso paints, PVA glue, sand, and various basing flock and tufts.

For the plastic table covers I used LovePads 1.5mm thick clear desk pads.  I prepped the table covers by cutting them to size, ironing them under a t-shirt to smooth out the material, and cleaning them with glass cleaner.

Historicon 2024 & Flames of War US Nationals report

By Paolo Paglianti

Based in Lancaster, near Philadelphia, Historicon is one of the most important events for enthusiasts of modeling, painting, wargaming, miniatures, and, as the show’s name suggests, military history. It might be a bit smaller than Adepticon, since it involves visitors, players, and professionals focused on historical games rather than fantasy or sci-fi, but it is a concentration of everything our hobby represents.

At Historicon, you can try dozens of games, from chariot racing scenarios to a 10-meter table recreating the D-Day landings in 28mm, or simply participate in one of the demos – this year we tried the excellent “Achtung Panzer” by Warlords presented in person by the author Roger Gerrish, but there was also “Wings of Glory,” demos of “Triumph” (Ancient in 15mm a-la DBA), and a splendid scenario of a clash in Indochina between French colonial and Chinese troops recreated with FOW V3.

I also managed to spend some time with my friend Mitch Reed, for the second time in 2024 and in a true American Sport Bar with baseball games on TV and huge hamburgers!

D-Day Upon Us – D-Day+10 Battle Report Part II: The Revenge of Zombie Whitman

By Michael Rafferty

D-Day Upon Us – D-Day +10 Battle Report Part 2: The Revenge of Zombie Whitman

It was Saturday morning and time to start the battle. I divvied up the sides as people arrived, those getting here early were able to pick the forces and the last arriving got assigned the remainders. We had 11 people for the event, making it one of the largest for our local group this decade! Ok, this decade is only four years old, and we haven’t run many events, but I was happy with the turnout.

The Allies had the first turn, since they were the ones on the offensive. Against Caen, the 101st’s first company came on and started moving on the Fallschirmjager. In retrospect, I probably gave everyone too much artillery, but I definitely gave the Fallschirmjager too much. They were also entrenched in the city and surrounding area, so they were hard to kill. This brings us to a house rule we used for this event and will use going forward.

In order to speed up play and allow things to die quicker, we changed bulletproof cover. Instead of forcing a firepower roll, creating a separate roll for every failed save, we had it give the team a +1 to their save. This made play smoother, which letting weapons like machine guns do more damage. There were a lot of Fallschirmjager and not many died to the initial Allied shooting in Carentan, but more died than would normally happen. By the end of the game, the paras were pushing the Germans out of Carentan but had taken heavy loses.

The Italian Flames of War Nationals in Milan!

Players in Conaredo Italy, inside an athletic facility, play wargames on a basketball court.
More than 50 players under the same “roof” in Cornaredo, my hometown, where I organize various tournaments each year

By Paolo Paglianti

Although I have been organizing tournaments in Milan for various Wargames for over twenty years, this year’s Flames of War tournament was very special. First of all, I organized it again with the support of Battlefront and the Austrian store S-Games.at, both of them generously provided us with prizes. Moreover, it is the first time I have organized the Italian Nationals, a true honor for me. And finally, we had some foreign guests – and what guests!