Wednesday, November 06, 2024

BA v3: Large desert battle

Early war batle in the desert.
2 reinforced armoured platoons each sideplatoons each side.
Germans: SeveJ: 1000 pts: 4 MkIII with supports.
Italians: Jim: 700 pts: 1M14, 1 Autoblinda with suports.
British: Chris: 850 pts 2 Matilda, 1 Crusader with supports.
British: Mike: 850 pts: 3 Matilda with supports.
Objectives: 1. The village.  2 killing enemy units.

Command dice system for multi-polayer game: 
The Brits had 10 units each, the Axis 9 untis each.  The dice bag had 10 Brit command dice & 9 Axis command dice.  When a Brit command doce was drawn, both Brit platoons got a command dice to action.  Likewise for the Axis.  This system sped the game up as both players of each side could action a unit simultaneously.  
All units excpet the Italians were motorised.  The transports did not have their own dice.  They were moved with their passenger's command dice, then removed when their passengers dismounted.  This saved having a lot of useless comand dice in the bag.

Steve's Germans started in far RH corner, Jim's Italians in near corner. Chris' Brits centre right, MIke's Brits far LH corner.

The starting position draw allowed the Bbrits to sieze the village at  the start.
The Italians tried to distract as mich of the Brits as they could to allow the Germans to attack.
The main feature of the battle was how ineffective the armour is in early war.  The 2 M14's plus a anti-tank gun engaged a Matilda & a Crusader for the entire game with no damage to either side.  Likewise on the other flank, the 4 MkIII's engaged 4 Matildas & the only tank destroyed was 1 MkIII.  The Italians lost their Autoblinda to a 25 pdr.
By the end the Germans had lost 1 unit, the Italians 3 & the Brits 6, so the Axis won the kill criterion, mainly due to their medium mortars.  But the Brits held the village. 

Comment on v.3:
The change to saving throws requires another round of dice throwing in each shoot.  In a big game, thr exce extra time this takes up became much more significant than in a normal one-on-one game.  While the change does address the problem of going down making it too easy to get out of trouble in V2, reverting to -2 for down would have solved the problem more simply.  The saving throw sustem is not  an improvement over v.2
The ineffectiveness of armour in early war was the same in v.2.  The reduction in vehicle MMG fire makes tanks even more inefffective.  This was the wrong solution to the issue of vehicles with multiple MG's being too good. 
The change to having 4+ to hit at all ranges other then point blank where it is suddenly 2+ to hit is too crude.  It was better before with 4+ long range, 2+ short & 2+ PB.
Conclusion:  While V3 addressed many of the issues with v2, the change hasn't always been done in a smart way.  Our v2 house rules fixed the issues much easier than v3 does.



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