Wednesday 16 January 2019

Fast Play Operational Game Rules

One of my actions from our recent meeting was to devise  a set of quick play rules for use at Joy of Six and for pre-planning operational games.

We would use the maps to game on and deploy only HQs to represent the full unit.  We would move units from table to table but issue orders as spearhead.  The combats are heavily influenced by Risk!

The attacker moves units onto a table and rolls a D6 for each unit committed to the attack.

The defender rolls a D6 for each defending unit but decides how many units are being committed to the defence after the attacker rolls their dice.  This way a defence of a table can be prolonged over several turns. The defender always wins a draw.

The loser tests morale for their defeated unit.  Units that fail morale may hold or fall back to an adjacent table.  If that unit is successfully attacked by a second unit at the same time or in the turn following it is immediately destroyed other wise it will be unsuppressed automatically by end of the 2nd turn. This should force us to follow up and press successful attacks and defend in depth.

Air attacks are every 4th turn for the attacker and every 2nd turn for the defender.

Preplanned bombardment is planned every 2nd turn for every 4th turn.

Deep Reserve commitments take 4 turns to arrive on the reserve table.

Modifiers to attack/defend dice


+1 Armoured unit in open terrain.
+1 Unarmoured unit defending in difficult/close terrain or river line.
+1 for each regiment of artillery up to 105mm supporting the unit.
+2 for each regiment of artillery above 105mm supporting the unit.
+1 for each fighter bomber supporting the unit.
+2 for each bomber supporting the unit.
-1 for unit out of supply. (any unit that cannot trace a line of supply to its reserve table through an undisputed table is out of supply)


In addition I would allow a unit that is superior or has attachments to re roll their die.

WW2 Desert Game

Attacker has 2x A/C and defender has 1x A/C
Defender has air attacks every turn if holding airfield.
Otherwise air attacks are every 2nd turn.
Attacker can preplan corp artillery on each odd turn for every even (2nd turn)

Attacker has a 3x Inf unit Div + art, 2x Inf unit Div + art. 2 x tank +1 1x inf Div, 1x tank +1 Inf Div, and 1x tank reserve and 1x 150 art.

Defender has 1 x tank + 1 x inf + art div, 1 x tank +1 x inf + art div, 1x tank + 1x inf Div.

Deep Reserves are under control of CinC and are one hour (2x turns from the reserve tables).

All attack units have integral AA.  A roll of six will drive the A/C away, whilst 2x sixes will permanently destroy the asset.  All unsuppressed units on a table can fire against bombers/ground attack A/C.


That is the bare bones of a very simple system.  Of course we can add to the modifiers but only if we think it makes a fundamental difference.  I'm hoping that this will also give us a system in which we concentrate on the generalship rather than individual units - units need properly supporting with artillery and piece meal attacks will fail!  I think it will give us a very good Thursday night game and I'm keen to have a go soon - let me know what you think.

2 comments:

Russ said...

This is just enough to add the right amount of flavour. No more modifiers, I think this will work just fine.

Keep it simple and quick!

mark said...

could be done as a Thursday night game just using the layout maps