Welcome to Platoon Forward!

Welcome to the site where the story of the battle is as important as the battle itself. Here we will focus on men thrust into extraordinary situations of life and death. They must lead other men with duty and honor to meet their countries objectives. Some will be blessed with great skill, some will carry great shortcomings. No matter what nation, no matter what war, no matter what theater, they are all called to move their Platoon or Squadron forward!

These are their individual stories as played out using my various campaign rules . Hopefully these stories will entertain and inspire you to use your own troops, airmen and sailors to accomplish your own great heroics.

Saturday, February 28, 2026

Williamsburg Muster 2026 What I learned

 The Muster is one week gone.  I had a great time.  So now I have had time to reflect on my experience and thought I would share.  

First, the Muster is an annual show put on by the Old Dominion Military Society.  They are based in the Hampton Roads VA area.  It is a regional show that attracts hundreds of folks.  It is a labor of love and always well organized.  It is all about playing games.  "Let's bring a bunch of people together to play some games" really should be the theme.  There are plenty of historical games from all periods and Warhammer is present.  I saw a table that was "ghost busters" themed and a Grand Prix racing game as well.  I suspect something for everyone.  I should mention that there are several vendors there as well and I have never left a show empty handed. 

 


 The main historical room at 2026 Muster

I had agreed to run two games of my new rules, Boom and Zoom.  

Now the first lesson I learned from last year is if you want to attract passerbys you must have eye candy at your table.  

You can have great rules but as people are wandering around looking at all these great tables like the alamo or ghost busters and deciding what they are going to spend the next two hours playing you have to have something cool at the table. [ People don't sign up ahead of time to play a game at the Muster.  First come first serve.] 

So, even though heavy bombers are a bit complicated in Boom and Zoom and are in the advanced rules, I had to have a fleet of 1/285 B-17s on the table.  I only had 8 to start with so I ordered some from Table Top Flights to round out the numbers. If you saw my Christmas post these didn't come in so I was worried.  Mike from TTF was sick over the holidays but they did eventually arrive and when they did I was surprised at how good they looked!  I was not a fan of 3-D printing but now that has changed.  Take a look...


  I believe this is Raiden but it might be Scotia.  Don't get me wrong; it is a nice model.


Here is one from Table Top Flights.  The detail is better and the price is the same.  It is lighter and probably not as sturdy. 

Lesson 2.   3-D printing has come a long way and at least resin printing can easily compete with metal now.  

I spray painted up the new bombers and opened my decals from Flight Deck decals and to my horror they had sent me post war american stars and bars!  I had 2 weeks before the show.  I quickly contacted them about the error and Dan was Johnny on the Spot and got me the correct decals fast!  

Lesson 3  Plan ahead for the show.  Something will go wrong! 

The night before the show I printed my QRS, plane cards and uploaded the rules to wargame vault.  The next morning I loaded my 

aerial forces and went to the show.  

I got there early enough to look at some of the games and all of the vendors.  I was looking at a small stone bridge because all of my bridges are large when I saw something that I had always wanted but never purchased because it was too expensive:  Miniatures Building Authority Russian Church in 15mm.  I bought their Russian village during there "going out of 15mm 50% off sale" but didn't pick up the church. I have regretted it ever since.  [ In my defense I also picked up the Vietnam village and Rathouse and didn't have any more money. I have never taken my kids to shows so didn't have one available to sell.]  

Needless to say... 


 Lesson 4   Despite whatever I say, I will always, always, always buy stuff at shows! 


 Fits in great with the village doesn't it?

So after double locking my prize in the car I set up for my games.  The eye candy worked and I had traffic from 1pm till 10pm. Lots of people stopped by and asked about the game.  I ran two sessions...


  


with some great folks.  I met Mike, from Table Top flights as he hand delivered some more aircraft that I ordered from him.  [ I must say, the Gladiators look fantastic! Expect to see them over Greece in a future post.] Another thing that I encountered was the variability in how much detail the players wanted in their game.  A couple of people wanted even more detailed outcomes in the maneuver tests between aircraft whereas other folks, seeing this novel mechanism for the first time, were fine just the way it is.  We had some great discussions on the mechanics and what the game is trying to simulate.  I attempted to modify the game to meet the needs of the players at the table. Fortunately, Boom and Zoom has a layered approach to these issues with a basic game that plays great and then advanced rules that can be added a la carte.  

Lesson 5  The purpose of any recreational game is enjoyment. As a game master [ or rules writer] if the players are not enjoying themselves you are failing.  

I think I succeeded this year at the Muster. I met some great people.  ODMS has asked me to demo the game for them at a thursday night play session so I will get to know some more folks.   I had a great time and everyone seemed to enjoy the rules and have fun.  I think that is what the Muster is all about!

Cheers

Joe 

 

Sunday, February 22, 2026

Boom and Zoom released. A one turn play through

 Released Boom and Zoom yesterday at the Williamsburg Muster.  I was flattered by how well it was received.  Since it is a best seller on Wargamers Vault ( wow!) I better hurry up and get a sample turn up on this site to show people the game.  If you are a normal visitor to this site and you could not care less about Boom and Zoom I apologize.  If you came here for a report about the Muster, I will report that later.

This will be a 2v2 P-47D vrs ME 109G6.  It will be at low altitude (4k ft) as the thunderbolts have been straffing.  B&Z has a lot of detail but most of it is under the hood. This keeps the game fast and playable.  First off, if you are an air aficionado, there is a difference between the P-47 C and D; yes and between the ME 109G 4 and 6.  You might not care, and it won't bog the game down, but it is noticeable in certain situations.  

So lets look at our planes:  [ there are stats for 62 fighters.  I only included 11 cards but if people want more I can make them.]

  The third line shows a "c" and "f" which shows some cockpit armor and self sealing gas tanks.  The P-47 has better firepower. {FP} and is more rugged. {DV}.  So the ME 109 will want to keep out of its way.  At altitudes below 15k ft they both have the same performance and the ME 109 is more maneuverable. Above 15Kft things change. [ It is called a turbo charger primarily but you don't need to know that!]  The P-47s performance actually improves as does their maneuverability.  If we go above 25k ft the ME 109G is actually at a disadvantage.  Good thing we are not fighting bombers today!  We also note that while the P-47C climbed poorly {Climb-} this version of the P-47 does not. However, both versions of the thunderbolt have the Dive+ so they easily out dive the ME 109.  Unfortunately, we are starting out at 4k ft!  The ME 109G does have a early fuel injection {boost} that can boost its speed for a turn if it runs into trouble.
 
So the ME 109 will try maneuver attacks [dogfighting style] when possible to keep out of the P-47s guns and maximize its maneuverability advantage while the P-47 will try slashing attacks and rely on its guns and ruggedness to survive.  If in trouble it can dive only once at it is already low and then try to get above 15k ft where the battle will favor it. 
 
The basic game does not consider pilot skill which would be another consideration.
 

The basic maneuver unit in B&Z is the element.  The leader rolls 6 dice.  This represents his opportunity [ or lack thereof] for the next minute.  To determine initiative, each element rolls 2D 6.  Here the Germans go first. 
Here is the German roll.  First we need to get to the P-47s.  Let's convert the green 6 to a 1 so we can move into their square.  Once there it appears we are in a good position to barrel roll into their leader.  Let's make that happen by converting the blue 6 into a 2 to attack.  We will add the 5 which means our wingman is playing a big part here and we will add +2.  Finally we will add the "3" because we have good situational awareness for another +1.  If we win we will use our 4 to line him up in our sights and shoot!

It looks like this:


 "1" to move. "2" to initiate a maneuver attack.  "5" to add +2. "3" to add +1.  "4" to shoot hopefully.

A maneuver attack is a high risk/high reward play.  You have a opposed die roll but if you win the modifiers for firing are good and you get to stay in the advantageous position!
The German will roll a D8 as he has average mobility.  He gets +3 to the roll as we just described.  The thunderbolt will roll a D6 as he is a dog down low.  He does get a +2 because he has a trusty wingman helping him out.  So functionally the German gets a +1. 
The die is literally cast....
The German wins by 1!!!!!

 

                                                        He gets the coveted "advantage" chip.

Since the German won by "1" he sets up on the thunderbolts win.  He now has "advantage" over the thunderbolts.
He will use his "4" performance die to shoot.
His firepower is 8 plus two for being on the 3 o'clock position give him ten firepower dice.  He rolls looking for "5's and 6's"...

He only gets 1.  But wait!  The thunderbolt is a dog so he can re-roll half of any "1s" rounded down.  He re-rolls one "1" and gets a hit.  Thus he gets two hits.
The thunderbolt is a hardy aircraft and gets to roll 12 defensive dice.  He rolls... 
and gets 2 saves! [ We need better dice for this example!] 
2 hits verses 2 saves results in "Damage" as opposed to "Major Damage".  You get to roll on the damage chart but with a +3 modifier, thus you can't get a catastrophic hit.
The German rolls and hits the engine.  Good place to hit.  We roll a D 10 to check for damage...
a "4" +3 results in "Major Damage -1 P -1 Sp"  So the engine is badly damaged, the American loses a performance die and a speed; not good. 
Not good.
And to top it off.  He is disadvantaged to a ME 109G off his wing.  
 


    In real life right now the P-47's wingman is trying to push the ME- 109 away.  At the same time the ME-109s wingman is trying to prevent that.  Other games either ignore that or make it very complicated.  In B&Z, before the P-47 rolls his 5 performance dice he gets to roll 4 dice for his wingman and consult this chart...

Yea for Jack!  He just knock the Hun off my back.  [ If you look at the chart a "6 and 2" count as successful maneuver against the {enemy} element]. Simple and wingmen matter. So the P-47s are now neutral to the ME 109s.  They could contemplate moving away, climbing or staying this turn.  The thunderbolt leader rolls his now 5 performance dice... 

Though he is marginally slower now than the ME 109s Jack has put him in a good position to perform a slashing attack.  He can play both "1s" to get abeam of the ME 109.  Next he can shoot using his "4".  Finally he could add both "3s" to his firepower pool.  But he does something slightly different...

He plays the "1" to initiate a high speed attack just off the nose.  He plays a second "1" to move to the 3 o'clock position.  He adds only one "3" to his firepower dice pool and plays a "4" to shoot.  [ A high speed attack automatically succeeds, there is no opposed rolling.]  because his firepower is high and he is damaged he is going to save his last "3" to be used defensively next turn should the German get the initiative.  He can then add it to his opposed roll.  
The thunderbolts come roaring in guns blazing!  [ they won't get to stay there though.]
The thunderbolts FP is 11, there is no bonus for the 3 o'clock position on a high speed attack and he gets a +1 for the "3" performance die so he throws 12 firepower dice. 

 

He gets three hits.  Because the ME 109 is average mobility he does not re roll "1s".  The ME 109G gets 10 defensive dice...


2 saves.  Thus the American got 1 hit resulting in  Major Damage.  He goes to the fighter damage chart and hits the fuselage.  He rolls a D 10...


A "9" results in "Tail Damage"  The ME 109 will now be at a disadvantage in the vertical.  


Because it was a slashing attack and not a maneuver attack the thunderbolts are returned to neutral.  You would now roll to see if the battle changed altitude and if the wingmen were able to hang on to their leaders. Both situations could affect the situation significantly for next turn. 

Hope you enjoyed this play through of Boom and Zoom. The mechanisms are different but folks catch on fast.  It plays faster than reads trust me.  Any questions just ask!

Thank you!

Joe Legan   

 

Sunday, February 1, 2026

Hawks and Wildcats over Morocco

 Am still painting up figures for Washington's War.  Have played several small battles and am still figuring out the rules.  

Boom and Zoom is undergoing edits and should be released by the end of February.  I am putting on two games at the Willliamsburg Muster 21 Feb.  

Today's battle is a Wildcat Mission during operation Torch.  I don't have an Atlantic Wildcat squadron rolled up because they didn't see much combat. So this will be a "one off" battle.  The tables in Squadron Forward need to be modified for the Naval operations.  Use this table instead

D10             Mission

1-2              Patrol [ Card A ]

3-5              CAP   [ Card B ]

6-7              Ground Attack [ Card C ]

8-0              Escort SBDs    [ Card D ]

Enemy aircraft will be Hawks.  [ I just read today that the DE 520 were grounded in Morocco because they didn't have 20mm ammo. ]  You can have a 50% chance of encounter, just use MGs. 

As a one off I rolled up my flight of pilots for today:

Flight CC   Bob         Veteran

   Wingman 1  Bill      Avg

Element ldr      Jim      Avg

     Wingman 2  John   Green

 I rolled up a CAP mission over the fleet. 

 Squadron Forward generated 8 light bombers with a 3 hawk escort. ( Vet, Vet, Green )

Now I switched to Boom and Zoom.  I rolled up the encounter dice.  Bob and the Wildcats get vectored into incoming aircraft. They get the jump on the French!


 The bombers are at low altitude (2)  while all fighters are at Med Low.  The french Hawks are weaving over the bombers and are currently behind and to the right.  Bob attacks the bombers from the left.  The Wildcats are flying in two ship elements which in B&Z are important.  But with so many bombers Bob wants to maximize hits to the bombers.  He tells Bill, his wingman, to split off and go for the lead bomber while he will concetrate on the second.  Jim and John stay as an element because John is green and they will end up closest to the hawks. The Wildcats dove on the bombers...

 

all 3 fighters score hits on the bombers [ blue triangles ] but none fatal.  Element 2 climbs back to altitude in preparation to meet the hawks. No mean feat in a poor climbing Wildcat!  


 The french are in a Vic but Jean Claude tells Jacques to break off and go after some more Wildcats.  Jean Claude starts a swirling maneuver with the element 2 but can't get an advantage.  [ The Hawk is slightly more maneuverable than the wildcat, particularly above 8K ft.]  Jacques looks for the enemy but can't see them through the wispy clouds. [ Jacques got a really bad die roll.] 

 

One french bomber is damaged enough that he drops his bombs and heads for home.  Seven to go!


 Unfortunately,  for the US, John can't keep up with all the maneuvers and loses Jim.  The element is broken. They will fly as two separate planes this turn.  Surprisingly, the french wingman stays right with Jean Claude. [ It is hard to stay in a Vic.]   

To make things worse for the US Navy I get a random event per SF... 

Two DE 520s hear all the chatter and come over to play.  [ In a 2 player game I would not have done this as play balance would be ruined.  Also, this was before I read that the DE 520s hear had no cannon ammo. That would also have helped the US. ]
 

The hawks continue to tussle with jim.  Without a wingman they quickly get on his tail.  But Jean Claude can't line him up in his sights! 

Jacques also finds it easy to line up on John's tail.  John is wounded!

Jim is in trouble but he able to go into a shallow diving corkscrew that leaves Jean Claude in the dust. 

 

John, wounded calls for help.  Bob, remembering that air combat in WW II is a team sport, comes over to assist... 

Quickly damages Jacques' plane and John is free.  [ Jacques also doesn't have a wingman.] 

Meanwhile, our cannon armed DE 520s dive on Bill.  He didn't even see them.  There is a parachute seen however.

 


 John, evades the Hawks and makes another pass at the bombers.  

Now there are 3 Wildcats left, all separated and outnumbered by equal or better aircraft.  I designed B&Z to emphasis tactics and teamwork.  What I should have done was to gather the Wildcats together for mutual support and then try to pick off maybe 1 bomber.  What did I do?  We must protect the fleet. Go after the bombers!  

Jean Claude and his wingman amazingly stay together.  The DE 520s break up.  The veteran DE 520 gets the initiative.   

Here he is in the center of the picture.  He is above a rookie, wounded wildcat.  This is almost too easy...
 
Sacre Bleu!!!  He rolls his performance dice.  You need a "4" or a "6" to shoot.  In the swirl of battle he doesn't even see the wildcat down below.  John is spared.


Bill makes another diving attack on these very tough, french bombers.


 The Hawks follow Bill trying to get on his tail.  

The second DE 520 latches onto Jim's tail at the front of the bombers. 


 For a second time today Jim manages to out run a hawk! [ upper left]

John makes another run at a french bomber.  This time it slows down and dumps its bombs...  


and heads for home.  Two bombers aborted!  Meanwhile...


 Bob has his hands full with Jacques.  As they continue to fly circles looking for an advantage they have gained height [ unusual ] and now find themselves at medium high altitude. 16K ft. This is significant because above 15K ft the  maneuverability of the Hawk decreases to that of the Wildcat.  John needs to be on Bob's wing here so they are fighting as a team.   He is not so...

Jacques manages to get on Bob's "6".  Fortunately there is no damage.  


Jim has another go at the bombers while Bob tries to hold the fighters back by himself. Jim sees hits but the bomber keeps moving.


 Jean Claude dives down on Jim after Jim's pass...


 Jim hits the silk!


 John climbs for altitude and tangles with a DE 520. His bleeding has stopped. 


 He quickly finds himself on the short end of the stick and his tail is badly damaged.  


 Unfortunately, the DE 520 gets the initiative on the last turn and puts Johnny's plane on fire.  There is no parachute.  

Having lost 3 out of 4 planes Bob breaks off as the bombers near the fleet.   Terrible showing for the US Navy.  Granted they were outnumbered and their shooting at the bombers was unlucky.  However, in the rush to get the bombers I forgot all the tactics I am trying to show in the game.  The Wildcats needed to stay in elements and keep altitude [ granted hard to climb in a wildcat].  Would be fun to play this again and remember that.  Plus I would cut the DE 520s from FP 7 to FP 4.    

As I mentioned on TMP, I have started an air to ground supplement to Boom and Zoom so this is my first playtest of those rules.    

6 french bombers close with the fleet.  The lead bomber is damaged but he has elected to continue since he is lead and already here.   

A supply ship to the left, DD center and our 6 french aircraft to the right.  The lead frenchman is offset towards the bottom.  He will try to bomb the destroyer.  Heavy AA spooks the second bomber so they are rattled and their bombs will be off target.  

As the bombers descend over the DD the light AA takes over...
 

The lead frenchman, who was going for the DD, is hit by flak.  The hit was only damaging to his engine but since his engines were already damaged he is shot down and ditches.  [ left most plane.]  Of course the 40mm gun crews will take all the credit here!

The other 3 planes pass over the DD, survive more AA and ...


  pass over the supply ship.  Bomber #3 gets a near miss.  

Since the ship is still afloat the last 2 bombers go in...


 they pass over the DD...


 and drop their bombs on the supply ship.  Bomber #1 also gets a near miss.  

The first near miss pushes a mass of water against the plates of the ship but the plates hold.  A second near miss  close to the first springs several plates and causes significant flooding below.  The ship will fight to stay afloat for most of the day with no supplies available. It will remain afloat but be able to move slowly and will have to put into Gibraltar for temporary repairs.   

Not bad bombing for 6 glide bombers.  Of course it is a big slow ship.   

In summary, I really like all the rules and how they play.  Just need to get better at tactics!

 

Enjoy

 

Joe