I have been branching out into other rulesets for wargaming the Great War. I have recently made some adaptions to Arty Conliffe's Crossfire (company level WW2 game) to play out some Middle Eastern Theater actions.
We had some problems using it for a skirmish level game, but it worked well for platoon-company level games. I took the command level down a notch, so instead of moving platoons about the field, we moved sections. Essentially a stand of 4 figures functioned as a team, so we got a 1:1 representation, but the game did not bog down with orders and moves for each soldier. This went a ways toward keeping the whole 'fire and maneuver' dynamic of the next war off the table.
Crossfire has some templates ready-made to tweak for World War I soldiers. For instance, the Japanese and Russians ignore pin results but are killed by suppression when charging in for a close assault. That seems about right for the Turks. Considering the accounts of their massed attacks and lack of good officers, I kept their commanders to a minimum. The game also gives commander bonuses to close assaults and/or rally attempts; I figured the Turk company/platoon commanders ought to give an attack bonus, but not one for rallying.
But what about the effects of high level officers like Kemal, who famously ordered his men not to fight, but to die while reinforcements made their way towards Gallipoli's western shores? I think his influence might best be taken in the acceptance of high casualties before having to take an army/command morale check. While army morale checks aren't really a part of Crossfire, I would apply this to games that do have it (ie. don't make the Turks test for morale until reduced to 25% effectives or something like that). In Crossfire, it might play out in a higher close combat bonuses conferred by officers.
The Osprey Warrior title, 'Ottoman Infantryman 1914-1918' (pictured right) was a great read and good source for some of my ideas.
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