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.

Monday, September 21, 2026

Perfect Company Ruleset- Tunisia

 Decided to take PCR [Perfect Company Ruleset] to WW II with my [yet again] modified combat system and an early US attack in Tunisia.  The command system is working great but really haven't tested it much with WW II communications. [ Or lack thereof.] This is a straight company attack on a village and hill.

I rolled up Company leadership and everyone was average except SFC LaFort, the Company First Sergeant, who is above average. Two squads in 1st platoon are poor.  One squad in 3rd platoon is poor.  



                                The Company leadership team:  Capt Stone, Lt Richards and SFC LaFort. 


                                                       Two Peter Pig halftracks I painted up. 

Objectives are the town and the hill lower left.  US enters from the right.  You have 3 platoons + 3 Lee tanks and a battery of 105s on call from Battalion.  Markers are suspected German positions rolled up from Platoon Forward.  You know there is an ATG on the hill.  [ At least there was yesterday.]

What is your plan Capt Stone? 

Capt Stone knows the hill is defended and probably the orchard.  He plans to lay down smoke to obscure the hill, orchard and town.  Next he will send 1st platoon forward through the scrub to attack the town. 2nd platoon will stay mounted and do a right hook around the town and attack from the right flank.  The Lee tanks will support the frontal attack and neutralize any armor.  3rd platoon will be in reserve.  What could go wrong?

All smoke on target!   

Drone view of the US forces starting off.  I am using 4 hex "Squares" as my squares per PBI.  1st platoon on the left. 


 First two problems.   The Germans deployed a MMG on the flank up front to protect the road.  1st platoon is not going to like that.  Second, they left a squad on the flank to protect it.  They ambush the lead halftrack of 2nd platoon.  US doctrine is to fight dismounted.  It is quick but ...

3rd squad/2nd platoon is forced to retreat after losing 3 men. They are pinned down. 

                                       1st squad/1st plt is pinned down and starts to lose cohesion.  Lt Meyers looking gallant for the camera.  

Just a close up of a Lee tank I also recently built.  It is a Zvelda plastic kit.  Went together well and fits in nicely with my battlefront Lees.  [ You can also see 3rd sq/1st plt waiting at the start line to enter.]


First turn not a smashing success for Capt Stone.  Our right hook is stopped but he doesn't know that yet. There is a MMG in front but he doesn't know that either.  He does know that 1st sq/1st plt is pinned down. As the 2nd turn starts half our smoke dissipates. 

Unfortunately, as the smoke clears a Marder is lurking in the orchard.  

Also, the 50mm ATG has a clear shot at the plastic Lee I just built.  

This gets worse for the US.  3rd sq/2nd plt [ the ambushed guys] are wiped out the Jerry.  Also, Lt Meyers of 1st platoon watches as 1st squad loses cohesion and starts to withdraw. 

                                With his 4 command points he orders 1st squad back to regroup then moves to 2nd squad and orders them to advance. The US tanks duel with the Germans. 

End of 2nd turn.  Capt Stone now knows of the failed right hook.  Lt Boone says he can still break through so Stone says to continue.  1st platoon is mixed.  1st squad is back demoralized.  2nd squad has advance to the village but is taking heavy fire.  Stone has got to get rid of that MMG.  The tanks won't help as long as that Marder is around.  

             You got 5 commands Captain.  How are you going to set your platoons up for success?  

First, he tells SFC LaFort to rally 1st squad and get them back up there.

Second he sends a runner to liason with Lt Meyers.  Keep pressure on the town and use the 60mm Mortar on the MMG.  

Third he gets the 105s on the radio.

Fourth he calls down a mission on the town.  

SFC LaFort rallies 1st squad. [ As an NCO he can use profanity.  It is actually expected.] But when he advances with the squad he shows them a draw where they have some cover against the MG. [ Stick]

They still get pinned down but cohesion holds.  

After pinning the german squad with 1st squad, Lt Boone charges them with the 2nd squad.  It is textbook fire and movement!  The germans have no chance and 2nd squad takes no casualties. 

With that, the German MMG withdraws into the town to avoid being surrounded.  

Then whistling is heard... 

                                                  shells fall in the town!  Light casualties but everyone [including the German officer] is pinned. 

End of turn 3.  Things are finally looking up.  2nd platoon [ bottom] is moving up the right flank albeit on foot. This movement caused the Jerry MMG to pull back into the town.  1st platoon [ middle] is stuck but with the MG moved hopefully they can get going.  We have lost 1 Lee to the Marder.  I wish they would help us and quit screwing around.  

 Capt Stone arrives on the scene to better appreciate the progress.  He does one other thing to set up the company for success.  He orders 3rdsq/1st platoon up on the platoon's left flank towards the orchard to support the attack on the town. 

However German reinforcements arrive.  Only one squad with an NCO but a Tiger. 

End of the 4th turn.  [Guess of forgot to take pictures; sorry]  Several things happened.
2nd platoon held up by german forces in the town [bottom] but the German Lt decided to pull back across the road.  SFC LaFort could not rally 1st squad [ lower left with branch in front] How embarrassing! Lt Meyer is also having trouble motivating 2nd squad [center].  3rd squad reaches the orchard without incident.  One Marder destroyed and my plastic Lee retreated.  The lone Lee left moved out of the Tigers way.  Unfortunately, he has now left the ATG with a side shot. 
Capt Stone gets 4 commands.  
First he switches the LMGs fire to the left side of town.  
Second he sends a runner to SFC LaFort to buck him up.

Lt Boone [using his initiative] orders 1st squad into the town and 2nd squad around the right flank as per Capt Stone's original plan. Unfortunately, 2nd squad runs right into the german reinforcements who are about to make their own flanking movement.  

 2nd squad is pinned, disorganized and half the squad retreats back to Boone.  

  


Meanwhile, 1st platoon closes in on the town. 

[ Yes LaFort is moving again!]

The German LT sends the MMG back to the hill as the risk of close assault is increasing. 

6 commands Stone.  What are you going to do?

First, call up the 105s to shell the hill; failed.  

Repeat the call; failed. [ Can only call twice.]

Move back to start line.

Order 3rd platoon to advance along the left flank and assault the hill.

Order our ATG to advance to the orchard and support the attack on the town.  

Order the XO up to 1st platoon to coordinate the attack on the town between 1st and 2nd platoon. 


SFC LaFort doesn't know that the XO is coming up to coordinate the final attack on the town.  He sees few german troops pinned down in the corner and decides to lead an assault!  

It succeeds with few casualties.  Lt Meyer has to quickly order cease fire before there are friendly fire casualties.  

The XO comes up to talk with Meyer.  "Sir, things have changed a bit." 


 At this point the US holds 3/4s of the town.  2ndsq/2nd platoon is getting roughed up in the open but otherwise the US is in a strong position.  The German LT has 1.5 squads here plus a Tiger.


On the other flank a fresh platoon is advancing on the hill. He as a half squad in the farmhouse, a MMG on the hill and a ATG.  He decides it is time to retreat.  

 

Fantastic game that played in 2.5 hours.  Clearly the system translates to WW II fine.  I really felt like a commander trying to put a plan in action and then modifying it on the fly.  I didn't really use personalities except to make LaFort aggressive which clearly played into the game.  His gamble worked.  But if it hadn't?  What if there had been friendly fire?  How many would have been too many?  

I have streamlined the combat system and this played much smoother as well.  I enjoy that squads will lose cohesion and be harder to control.  Also men will retreat back to cover in drips and drabs unless faced with a Tiger and then you lose half your squad!   I need to work on the armor system. 

Platoon Forward didn't generate too many Germans which made this a bit easy for the US.  Still it was a challenge to attack and coordinate everything.  The Germans only had 2 squads, 2 half squads, a MMG, ATG and Marder to start.  

Overall a very enjoyable game!

Joe 

 

 

  

Friday, August 28, 2026

A Lightning strike: Advanced Boom and Zoom

 Taking a break from land combat I thought I would run a quick battle covering with 6 P-38s intercepting some Betty bombers escorted by some Tonys.  I will play this solo with full advanced rules.  Since I have no idea have to make a video hopefully this can answer some questions for folks about how the game plays with the advanced rules. 

First I rolled up our 6 US pilots using the appropriate chart in the book.  We get 1 Veteran, 4 Average and 1 Rookie.  Interesting that the rookie is actually leading an element.  Must be a 1LT with little combat experience.  The US plays just like the basic rules with planes in 2 ship elements.

Next I roll up the Japanese.  I decide 5 is a good number.  I get 1 Ace, 3 Average and 1 Rookie.  About what I would expect for early 1943.  The Japanese will fly in a loose "V" called a Shotai but break into individual planes upon contact per their national rules.  This will contrast with the teamwork of the US nicely and show how a gangly plane like the P-38 can do well in the Pacific.

Lets look at the aircraft for today.  


 These are not official cards but will work for demo purposes.  For the P-38 we see it has cockpit armor and self sealing fuel tanks and packs a punch with FP of 11.  It is also sturdy for a mid war plane with above average dice of 10.  It is faster than the Tony at all altitudes but particularly down low and above 15K ft. [Medium High].  It is outclass in horizontal movement at all altitudes except above 30K ft.  Not much chance of fighting up there today.  It is even with the Tony in the vertical.  While surprising, this is because the Tony dives better than early war Japanese fighters and the early P-38s had compressability problems so limited their diving speeds.  So if we can't avoid the Tonys, slashing attacks will probably be the order of the day. 

For the Tonys it is the opposite.  This fighter was a bit of a compromise for the Japanese.  It didn't turn like the Oscar but was faster, sturdier and had more guns.  Unfortunately, it still wasn't as fast, sturdy or gunned as the US fighters.  So a turning dogfight is still your best bet even though you don't turn as well as an Oscar.  At least you do have some armor and better guns!  

For a bomber mission [ actually any advanced mission] both sides roll dice to see if anyone achieves surprise.  You look for "5s & 6s.


 Here we end up with a tie; no surprise.  So order will go by initiative.  


 So I place the bombers in the middle.  [ sorry I only have 3 Bettys painted up!] I roll a D8 to place the Japanese.  I get a "1" and place them in front with 3 planes in the square with two trailing.  I roll a "7" for the US and place them 2 to a square on the left side.  the Japanese were not big on altitude at this point so I place them at medium low with the bombers. [ plus they function better there.]  I figure the US have a 50/50 chance of gaining altitude before the encounter and they do.  Time for a lightning strike!!!

I roll for initiative.  I roll for each formation.  [ You could roll for each US element and for each Japanese plane.  That is the way we will do it for every other turn.  I just do it this way for the first turn.]


 The Japanese ace with his +4 gets a 10.  He spots the P-38s coming from above!  Normally I would have the whole formation go first but the Japanese don't have radios so I roll for the second square to see how fast they react.  They get a "5" so will go last. [ You don't need to make it this complicated.  Just roll normal initiative per the rules.  I am just showing the flexibility of the system.] 

I am not going to show every phase but will pick out a few and any that illustrate key points.   



So the Tony Ace goes first.  He needs to climb and tie up the P-38s.  Banzai!


 


      He takes 2 dice to climb one level and move into the P-38s square.  Next he uses a "2" to declare a maneuver attack against the P-38s.  Since he is an ace, he converts a "1" to a "2" which will add a +1 to his maneuver roll.  Finally, he will use his "4" to shoot.  


Unfortunatly, at Medium High altitude his tony has only average maneuverability so he uses a D8.  The P-38 with is a dog rolls a D6.  The Ace gets a +1 but the P-38s get a +2 for the wingman who is guarding the tail.  You see the above roll. But wait!  An Ace can re roll dice once per turn...


Didn't help!  [ You keep the same modifiers.]  So despite his skill the ace is unable to gain an advantage on the P-38s.


Amazingly the other 2 Tonys also fail to gain an advantage on the P-38s. 

So the veteran P-38 pilot decides to go after the Ace.  He tells the other 2 elements to attack the bombers.

He rolls his dice... 

As we discussed he is looking for an opportunity to perform a slashing attack.  But what is this?  With his impressive situational awareness [ two "3s"] and his wingman being in the right position [ 5] he can perform a barrel roll and close in on the Tony.   
So he declares a maneuver attack with a "2", then adds +2 with two "3s" and another +2 with his "5".  the Tony, without a wingman gets no modifiers and even though he is an ace, can't re-roll dice more than once a turn!

Your kidding!  Even with a +4 the veteran pilot loses.  But wait!  As a veteran he can re-roll dice three times in a game...

Whose laughing now?!  The P-38 sets up with the advantage on the Tonys wing.


He scores a -2 hit.  A "5" on the hit location chart shows he hit the cockpit.  But wait, the Tony has cockpit armor so this will be a -1 hit. 


The ace is shocked that the big P-38 barrel rolls on to his wing and fires.  Bullets riddle his cockpit as he is hit.  Losing blood he won't be able to pull "gs" so his maneuver rating goes down by one.  

Now the second element is going to go after some Bettys.  They would like to perform a surprise diving attack; the Boom and Zoom! 

The bare minimum you need are two "1s" and a "4".  More dice are obviously helpful.  Lets see what we can do with this opportunity.



We dive and roll our blue "5" and get a "1".  We can convert our "6" to a "1".  Then we use the "4" and "3" to shoot with a +1.  We save the two extra dice to Zoom afterwards back a level up.  


 the second P-38 element dives on the lead Betty.  The advantages of a Boom and Zoom are: we get +3, re-roll any "1s" [with bombers you already re roll "1s" so we get to re roll 1's and 2's] and there is no return fire.  The wingman also gets to shoot but with a -2.  

It is no contest.

The lead Betty is destroyed!

The third element causes significant damage to the wing of a second Betty.  Damage to bombers is somewhat abstract in B & Z.  2 damage markers are enough to cause a medium bomber to abort.  Three markers would knock it down.


 End of the first turn.  The last 2 Tonys could not engage the P-38s as the P-38s had already been engaged this turn.  So they climb and prepare for next turn.  


 When playing solo with 11 fighters it is helpful to have a way to keep track of everyone's initiative. Here the US veteran gets the jump on the Japanese Ace.


 The veteran already has the advantage but wants to see if he can increase it. This would normally be a good roll for a slashing attack. 


 The ace is down to dog status [D6] and the  Veteran gets a +1 modifier so he is now on the Ace's tail. 

He rolls a healthy number of hits.  The ace rolls his defense...


not one save!  But wait, he hasn't used his re roll for this turn. [ It would not have made a difference during the maneuver.] Roll them dice again...


 Better but not good enough.  The ace goes down in flames.


 The second element performs another boom and zoom on the Bettys and manage no hits!


 Third element has a go.


 Great shooting.  But wait!  The element leader is a rookie.  Three times during the game [ I am going to change this to twice because it is very painful] your opponent can force a re roll of your dice.  The Japanese request this.  "There is no way a newbie LT is going to shoot that well."


 Unfortunately they are correct. 

The rookie misses but his wingman takes out the top turret gunner.


 A Tony engages the rookie element.  He can do this because a Boom and Zoom attack is very fast and an element can undergo both a B & Z and a normal attack.  Here the Tony wins the maneuver battle by 2...
and fires! 


 The P-38s engine is damaged.  He will have 1 less performance die and loses speed. 

A Tony challenges teh second element and also wins.  


The second element leader has serious engine trouble losing 2 performance.  He must abort if able.


 Thus ends our second turn.  2 P-38s in trouble now.  The big advantage for the Japanese is they must spend their turns trying to get out of trouble and NOT going after the bombers.  


 As part of the end of turn sequence we roll for each contested square to see if the combatants change altitude.  In the square with the rookie element and our Veteran it does change.  The twisting and turning brings everyone down one level to medium low.  This is bad for the Lightnings as now the Tonys are nimble instead of average.  

Our high flying second element goes first this turn.  This is the one disadvantaged to the Tony with the leader's engine damaged enough he has to abort.  Since he has a wingman his wingman gets to see if he can knock the Tony off.  It is much easier if the advantaged plane doesn't have a wingman as in this case.  The wingman rolls for dice and consults the appropriate table... 

Could be worse.  He gets a high deflection shot at the Tony.  If he hits the Tony the enemy pilot will be distracted and the advantage is broken.  
The wingman bores in guns blazing and shoots down the Tony!!  One way to clear a wing.  The leader, now that he is neutral to everyone, leaves the table.  

Now the rookie Japanese pilot is going to take on our veteran P-38.  Remember, Rookies can only use one "6".


He would like to do a Boom and Zoom.  He rolls the "5" as he gains energy and gets a "6".  Well that won't help.



 He is too inexperienced to pull off a boom and zoom.  He settles for a scissor maneuver with a tight turn.  It fails.

Now our veteran finally gets to go.  Decision time.  Go for the bombers, go for the rookie pilot who just attacked or help out our newbie LT who is disadvantaged.  As the flight lead he has to protect his men.  He will help out the newbie.  [ In a solitaire game for the enemy I would dice for this.] 

Now attacking an advantaged plane w/o a wingman with another element is pretty straightforward.  You play almost exactly like normal rules.  If you hit the enemy plane the advantage is broken. 


Either type of attack will work here but with all those "2s" and a 5 it looks like we will chance it with a maneuver attack.  As the enemy pilot is fixated on his target we also gain an extra +1.  The only downside is after the phase we don't get to remain advantaged.  We will go back to neutral.  [ It gets complicated otherwise.]
Our pilot sets up his attack.  He holds a "3" back to use with his firepower.  He will still be at + 5.  

 
Don't worry Slim I am coming.  Wait what?!?!  With a +5 I still lose. [ At medium low the Tony now uses a D10.  And I already re rolled my die this turn fighting off that rookie Tony.  How embarrassing.   


 The Tony goes and causes a fuel tank leak in Slim.

Slim's wingman rolls his 4 dice and fails to do anything to the persistent Tony.  

So now the element leader has to break the advantage.  He only gets to roll 5 dice.  He doesn't have a speed advantage anymore and he has a big horizontal disadvantage.  Both planes are the same in the vertical.  This is going to be tough.  Without any "2s" diving away seems to be the best option. 


He rolls the "4" and gains a "2".  This will give him a +1 to the vertical maneuver roll. You can't use "5s" in the vertical as wingman aren't much help.  He pushes the yoke over and pushes for more speed. 

The P-38 slowly pulls away from the Tony!!  

The element heads for home.
  

Another Tony performs a Boom and Zoom on the veteran P-38.  


 Bullets shatter the canopy and wound the veteran pilot.  


At the end of the fourth turn there are 2 P-38s left.  The veteran is wounded.  He has damaged another Betty that has turned for home.  It is time to leave.

   
The P-38 pilot gets the initiative and heads for home.  2 Tonys and a Betty destroyed and 2 Bettys aborted.  2 P-38s damaged and 2 pilots wounded.  A US victory but a close fought battle that took an hour.

I hope this play through clarified some concepts of Boom and Zoom.  I also hope it showed off the advanced rules and some of the things you can do with the system.  Questions please ask.

Enjoy

Joe