It  seems only appropriate on July 4 to write about things that go bang,  and Paul’s musings on artillery and aircraft have me pondering all  things explosive. Paul has brought forward some very interesting ideas  on what might be labeled “off-table interference”, so I hope my thoughts  can add to his.
My  first point is that if we’re skirmish wargaming we don’t really need  artillery and air-attacks to enhance the game, and historically I cannot  thing of many examples where a commander in a skirmish action has  called in fire or air support. More often it is likely to be a stray  shell or opportunistic air attack that comes into play – although to my  utter discredit, my best “example” that comes readily to mind is the  German plane attack in Kelly’s Heroes! Nevertheless, my point is that this event is in the lap of the gods, and we know they roll a d6 before every turn, don’t we? 
Supposing  we do have a stray shell come flying across our table, how can we work  that into the game in a fair and hopefully realistic way? If there is no  fighting at the time, then the soldiers would hear the sound of the  in-coming shell and should be given time to take cover. Grant every  soldier a 50mm move to cover or to hit the deck before the shell lands,  so that after the event takes place that is their new starting position  for the impending turn. If combat is underway, then no action is taken  because no-one hears the shell.
Working  out where the random shell lands has always been a problem of mine, but  having the non-receiving player lobbing a grain of rice works as well  as anything – it is hard to aim and has an unpredictable bounce.  Whatever the means of delivery, the shell lands and has an impact radius  of perhaps 120mm. The receiving player then rolls for damage on  everything within that radius, with perhaps a radius of 25mm completely  obliterated and replaced by a model shell-hole, or black cut-out circle  if you haven’t mastered making shell-holes out of round beer-mats and  modeling clay.
Aircraft  are different because their intervention is targeted. In this case I  advocate a roll of a d6 on a 360 degree circle – 60 degrees per spot  running clockwise. I love Paul’s idea of a silhouette being place on the  incoming line of the aircraft, though a model works too if you’ve made  any Airfix investments lately. Now flip a coin to decide whose side the  plane is on, unless you agree beforehand who has air supremacy. Whoever  gets the attack may now decide on a strafe or bombing mission – i.e. the  player is now the pilot – and he can attack anything on a straight line  from the entrance point to the exit point on the opposite side.  But  again, if no combat is taking place, the defender can make the impulse  move to cover. 
A  bombing run should be one targeted bomb with a simple d6 to decide on  hitting the target. The radius would probably be the same as for an  artillery round, and it makes life easier. My strafing runs are 300mm  long and 25mm wide for two guns at 75mm apart – as stunning coincidence  has it, that is the exact measurement of the plastic ruler I bought out  of the Dollar Store for the purpose! The intended target is located  150mm along the strafing line, it doesn’t matter which side, and damage  is rolled for everything else that falls under the strafing ‘template’.  While, yes, you could throw in friendly fire, the plane being shot down  etc, why complicate a simple random event? 
My  final thought on things that go bang is on on-table direct fire  artillery. I don’t want to overload my table with artillery, but I  painted that 88 and I want it to do something useful!  And if you were a  commander on the ground and had access to an artillery piece, you would  want it firing. To slow down rate of fire, I advocate that your  artillery piece is either firing, or loading, or traversing if it is  capable, and even then the dreaded “1” should result in a misfire that  takes another turn to clear. 
When  firing an artillery piece at the ranges you are working with on a  skirmish table, deciding on if it hits the target seems superfluous.  Although, you could roll a d6 to assess the height in cm at which the  shell hits. Otherwise a simple straight line between barrel and target  works easily enough. However, you must include a dead ground distance in  front of the barrel where in heavier pieces the barrel cannot be  depressed enough.
Having  said all of the above, it seems that artillery has the propensity to  decide a skirmish game – which makes me think of the super-weapons in GW  games that made me wonder why anybody played the game with anything  else. But, if you’ve set up your game with bucket-loads of terrain then  the effects of artillery are much reduced: artillery then might deviate  your game trajectory but wont kill the game, at least I hope not. If it  does, adjust your random event tables accordingly!
I know (next to) nothing about WWII but this seems like a breath of fresh air to me - seeing heavy artillery and airstrikes as 'random events' rather than something a commander (at that level of engagement) could control. I don't imagine the controller of the 'cab rank' of fighter-bomber squadrons calling in a flight of Typhoons because A platoon of D company was having problems with an enemy machine gun holed up in a farmhouse. On the other hand a Spitfire returning from another mission, seeing what (he thinks are) German infantry moving across a field in the open ... That would be another matter. Random event 'chance cards' would seem to be in order.
ReplyDeleteI like the random event card idea. I suppose a deck could be stacked for whatever probability an air strike or artillery bombardment might happen. One thing I forgot to share on air power was a US Army report on Luftwaffe engagements. I will do that next week; the data made me think there would be certain situations which would increase the likelihood of the German air force showing up.
ReplyDeleteI can agree with that principle. I think that's why I like games that tie some measure of probability of failure to command and control. It almost doesn't matter why an order failed to be followed - communication error, distraction, disobedience (surely presented as some other reason...) - does any commander know the real reason at the time?
ReplyDelete"A bit like the Go to Jail cards in Monopoly - who cares why, your ass is still in jail and you're trying to throw a double."
ReplyDelete- Splendid!