Battlegroup: How to win by Chitting

by Troy A. Hill
Photos by the Author

I’ve recently begun a series that looks at the . This piece will look at some basic rules of the game. All page references are from the Battlegroup Rule Book, hardcover revised edition.

Winning the Game: 

The first question a player asks of any game is: “how do I win” (or lose)? In Battlegroup, there are several ways: controlling all objectives at the end of your opponent’s turn, causing the opposing force to be destroyed or pinned so they cannot use any orders on their next turn, or (as

Battlegroup uses a secret countdown of drawing chits. When a player’s draw pool exceeds their force’s Battle Rating, that player has lost.

occurs most often) when your opponent’s Battle Counter Chits sum exceed their force’s Battle Rating.

Battlegroup uses a secret countdown of these Battle Counter tokens as a core mechanic. During the course of the game, players will be required to blindly draw morale “chits” from a bag or cup. These chits range up in value from one to five points each. Typically, there are more of the middle numbers (two and three) than there are ones and fives in the pool of chits. There are also special chits, with beneficial effects for the one who draws them. I will cover these more in a later piece.

The Nam Book Finally Bring TY EW and V4 Together

Many people understand that the Team Yankee (TY) rules were essentially the Beta version of the Flames of War (FOW) V4 rules. The refinements of the TY rules into V4 were mostly positive.  The frustrations came for players who play both games. The rules were similar enough that players (including me) were often confused as we switched between the rulesets.  We are all used to playing multiple rule sets and keeping them straight. But, when the rules systems are this close to each other, trying to remember if you made a Dash or Tactical Move when breaking off from an assault is difficult to do.

Many were hoping that the new version of the TY rules was going to take TY to V2 and make it rules capable with FOW V4, but that is not going to happen just yet. Instead, TY Early War (‘NAM and Fate of a Nation) is going to start that integration. Early War (EW) for TY means the 1960’s and ’70s.  This makes sense as there was a huge difference between Generation 2 tanks and Generation 3 tanks.  If you are not familiar with the generations of tanks,

FOW: Testing the New Armies of Late War Book – AAR

I had a chance to play a FOW V4 game with one of my regular opponents, Karl this past week.  My purpose was to test the new formations in the new Armies of Late War (AoLW) book. Ed Sales has written a review of the forces in the book which can be .

Scouting Stuarts prepare for the battle of the century

I knew from looking at the book that it was geared more towards newer players.  And in that respect, it accomplishes its goals well. In others, it falls a bit short. But to be fair, the old Forces book had generic lists as well.  This book was never intended as a points fixing cure-all for LW issues. It was meant to give new players a simplified system for list building, to provide force diagrams, and to give a look at the command cards for LW forces BF is working to put out.

No Dice No Glory Episode 4; ‘Nam Spoiled Part 1

The guys from NDNG are at it again!

This time Iron Tom, Matt Varnish, Chairborne Tom, and Mitch talk about the upcoming release from Battlefront “‘NAM”.

They talk about the new universal rules, the special rules and the US forces in the new book. Even if you are not into games about Vietnam you should tune in and hear these guys talk about how excited they are for this great new release.

Loads of excitement from the Delta to the DMZ, so grab your surfboards and join us for the first of many articles about ‘Nam!

BatRep FOW LW (Part 2)

By Benny Christiansen

The typical Dane. Happy-go-lucky with a positive look at almost everything. Giving you a glimpse of the way the Danes do it.

In the first article, I focused on the Fog Of War cards in the game. In this article, I try to give you examples of how we play with the Flames of War (FOW) V4 rules. 

The Third Game of the day

Notice the minefields in the middle of the table. I wanted to ignore them

In the final game, I had the privilege to play against two of my dear friends, Helge and Lynge, who some of the ETC community may know. Helge is the Captain of the Danish FOW team and also a person who is involved in the ETC community for FOW. Lynge is a regular on the Danish ETC Team, and I see him as one of the best players in a tournament, as he never knows how to give up or give in.

Our games were to be two vs two players. In order to keep the number of players even and an equal number of Axis vs Allies, I had agreed to run two forces at a time. Against these two, I knew I was in for a challenge. I rarely win in games against Helge, and to play against Lynge and Helge at the same time… well… I decided that I would do my best, at least to give them as good a challenge as possible.

Avanti Italians vs. the Crusader Horde a Dust Up AAR

By Tom Burgess

“Battle Buddy” Ed and I had a chance to test out the new Avanti Mid War lists for Flames of War. As a diehard Italian player, Ed was particularly excited to get his miniatures on the table. We thought that the best test of the new Avanti Italians would be to throw them up against the dreaded British Crusader Horde.

Random selection gave us Dust Up as a mission. We gamed on a suitably open desert table. We chose to play at 71 points so I could also get some practice for Adepticon. Given that we were playing a fair fight on a fairly open board, I thought my chances were good.

Nam: Reviewed and Spoiled

Next month Battlefront will release the book ‘Nam, which covers the Vietnam War from 1965 to 1972. This book is a significant release for many reasons; it not only covers previous titles that covered the conflict; it also ushers in what will be a standard rules set for all Battlefront games and expands the forces that you can play with. While the Vietnam period may not be your thing (this will change) it shows us the way ahead for future releases and how they will link with one another. This book was released in a partnership with Osprey Press and this collaboration will also be behind the upcoming re-releases of Fate of a Nation and The Great War.

Tournament News: Cold Wars 16-17 March 2018

Gamers!  This year at the run “Cold Wars” No Dice No Glory will be running two events with the folks from Battlefront.

The event takes place in Lancaster PA at the .

Friday 16 March: Team Yankee

  • 64 Points, 3 Rounds, battle plans will be used
  • Registration 10:00 AM Start 10:30 AM
  • All books and PDFs allowed
Saturday 17 March: Flames of War Mid War
  •  Flames of War Mid War to be run by Battlefront.
  •  115 Points per player. Battleplans will be used.
  •  Sign in will start at 10:00 AM, and dice will roll at 10:30 AM.

Reserve your spot by emailing me at NDNG_Mitch_R@NoDiceNoGlory.com

See you in Lancaster!

Stripes – What it means to the Tournament Scene

By Ed Sales

Hello there! Today we are going to take a look at what Stripes brings to the Tournament Scene. (Spoiler Alert: It’s a game changer.)

Photo Credit to Battlefront.

There has been a ton of intrigue about what Stripes would bring to the table after Red Thunder came out. If you play Americans, this book helps immensely when you deal with the Red Scourge in competitive play. If you play a USSR or East Germans, be warned, the lists in this book will give you headaches, but you can learn a lot when you see what your opponent might bring to the table.

Stripes brings a new set of tools for the Americans and NATO Allies to wield, in a way that can be used the same way East Germans wield T55s. The M60, at four points a tank, is not as cheap as the T55, but I’d take those over the T55s. More shots and being hit on fours is a good break away from the Abrams which comes in at twice that amount, though the Abrams has a lot more survivability.

Battlegroup: A Look at the Rulebook

By Troy A. Hill
Photos by the Author

This is the first of a series looking at the Battlegroup wargaming rules. This piece originally appeared on WWPD.net and is being reprinted here as part of an ongoing look at the Battlegroup game system.

Battlegroup is The Plastic Soldier Company’s entry into the WWII gaming system. Written by Warwick Kinrade, the rules system is a tight, fairly historical approach to gaming at a variety of force sizes, in either 15mm or 20mm scales.

They have published a core rulebook, and a variety of Theatre of Operations books, including (as of now): Kursk, Barbarosa, Blitzkrieg, Tobruk, Overlord, Bulge (Wacht Am Rhein), Market Garden, and Fall of the Reich.

I’ve had a chance to read the rules and begin some skirmish games at our local gaming club. The rules are different, much different than what I’m used to with other systems. But, they’re not complicated. The biggest challenge I’ve faced has been trying to think inside of the Battlegroup rules, and not applying rules from another game set.

This article will look at the Battlegroup main rulebook, its layout, and how it presents the core of the Battlegroup system. The rules themselves will be covered in later write-ups.

The Rule Book

Battlegroup is published by  and is distributed by Plastic Soldier Company (PSC).  The rules were written by Warwick Kinrade, with assistance from Piers Brand. The rulebook was originally published as a small paperback book distributed with the Battlegroup Kursk theatre book. It now exists as a hardcover, stand-alone product.