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, July 4, 2026

The perfect Company Combat rule set?

 Happy 4th of July!  To my English friends you are probably happy we broke away 250 years ago right now.  As always spare a moment to think of all the service men and women away from their families today defending freedom.  With all the polarization, America is still a democracy.  We have bent before.  I have faith the ship will stay afloat.  

So I have been playtesting my Infantry Company rules and they work...


   but I have found I have been playing them less and less.  Turning to


 SAGA

Boom and Zoom

Sports games.

I enjoy these other games but I use to play my modern land combat about 50% of the time.  After an honest discussion with myself, the new system wasn't very fun.  It replicated command and combat well but the pace was slow and surprisingly predictable. 

"Since there is no randomization of actions, if I have the order and order 1st platoon to move, we know exactly when 1st platoon will arrive!" 

So I went back to my list of what I am looking for in my "perfect rule set." [ April 2025 post]

1. Has to work with a company per side

2. Command and Control is paramount.

3. has to have smooth combat resolution.

4. Has to be solo friendly.

5. Battles have to be resolved in a relatively short amount of time.

6. Has to be flexible enough to cover WW II to Afghanistan.

My current "Fire Fields" still fails at #3 and isn't that fun.  So I need to add a 7th criteria which should be obvious: Exciting!  

If you went back to my April post I tried to combine PBI with Piquet and that worked pretty well.  I like the randomization that the cards provide to the activation sequence and PBI provides a good foundation for the rest of the game.  It is still too hard to pin troops in PBI and the C+C isn't robust enough for me.  Then I went back to Fields of Fire. [ March 2026.] The biggest take away I like from FoF is that troops will fire at a target without being told.  This just makes so much sense to me.  

" Hey Sergeant, they are shooting at us! Should we fire back?"  

"So after all this rambling, what are you going to do?"

I am going to have each Company CO roll up their orders and activate their units per Fire Fields.

The platoons will activate by cards per Piquet.  This should add excitement and unpredictability. Platoon leaders will issue orders per Fire Fields. 

I will use modified PBI combat resolution.  This should be less clunky than Fire fields.  Will need more pinning of troops.  I do like that PBI has done away with "disrupted or paralyzed" status.  You are either good, pinned or off the table; simple.  PBI does this by dividing the squad into three parts.  I will model "disruption" by having the parts break apart thus loose cohesion.  This will have C+C harder to achieve. 


 "Let's not loose cohesion.  It sounds bad!"

By combining three different rule set ideas hopefully I will create the perfect rule set.  Stay tuned!

 

Joe 



 
  

 

Sunday, June 7, 2026

More work on Fire Fields-- Afghanistan

 Had a lively discussion over at TMP about leaders leading from the front verses at their CP.  There are clearly trade offs but do rules allow both and reflect the trade offs?  Obviously, I think Fire Fields does because that is the type of decision I want to give the player and myself.  You can use your action points to "ensure" the schwerepunkt performs perfectly at the expense of not much else getting done or you can manage the battle and allow your platoons more efficiency at the loss of some expertise.

I played two more test battles and the command system and AI is working well.  The combat results hasn't.  The opposed roll thing is giving me too wide a variation.  All things being equal units should be pinned about half the time. [ Granted things are rarely equal.]   So I have re worked the combat results table.  Today's battle is a platoon action to test the new CRT.  

I decided to roll up a scenario for a US platoon in Afghanistan from my new GWOT table in Grunt's Forward.  I rolled up "One of our plane's is missing."

So our platoon is a Quick Reaction Force and they get a message that a fighter was lost.  They hop in their Humvees and head out!   

First the platoon from the 10th Mountain...

They are led by Lt Cespedes, an ROTC grad, from Texas A&M.  He is new in country and rolls a "1" for leadership so he starts poor noted by the bag of shame on his command stand. For variety I make 1st squad poor led by Sgt Schutzen and third squad veteran led by Sgt Dooley.  [ Now that the  command system is working I need to test individual variation in the system.] 


Roll up the board per PF.  US will enter from the south.  We will have an Apache overhead but won't have direct comms.  Each 5 hex tile is a "square" with the exception of the irrigation ditch which counts as its own space.  

For this scenario there are normally 4 places where the pilot can be.  Because we are "modern" the US already knows the pilot's location. [ He is hiding in the irrigation ditch.] They just have to get there and get out.  To make it more of a challenge There are only 3 possible locations the bad guys have to look and they are towards their edge.  

What is your plan LT?

Cespedes decides to send 2nd squad to the trees in front of the ditch and have them go grab the pilot.  1st squad will enter the trees on the left and provide covering fire. He will leave 3rd squad back at the buildings as a reserve and he will move up just behind 2nd squad.  They have mobility so hopefully a quick grab and go!

We randomize entry time of the 10th mountain, bad guys and Apache and we are off! 
 

The platoon executes the first phase of the plan perfectly with no contact.  They hear an Apache coming.  


 The bad guys get these...


 that are placed like this...


 that translate into this!  [ two squads in the village with a LMG, RPG, leader and a truck.  One squad with LMG moving towards the ditch.  Unknown enemy moving towards their left.] The bad guys immediately take us under fire and we return. [ No order needed. Not that we have spotted anything yet!]


  An apache shows up for support.  It is hard for them to spot enemy troops but it isn't hard for them to spot a technical!  


 View of the US "lines"   Orange markers show direction of fire. 

Our Lt gets 3 commands. [ He actually got 4 but gets 1 less for being poor.]  He orders 2nd squad forward into the ditch.  He cautions the Sgt to use the natural lay of the land as cover.  He doesn't go himself as 1st squad, Sgt S his weakest leader, is already pinned down and needs help.  
 
2nd squad gets stuck just before the irrigation ditch.  " Blast it!  I told them to use cover!"  However...

 

2nd squad uses their own initiative to figure it out, making the ditch!  

Cespedes, feeling better about his decision not to go to the ditch moves over to first squad [ right side of picture] and fails to rally them.  Unfortunately,  2nd squad is now caught in a crossfire when rebels show up on their flank.  [ Center of picture.] 2nd squad is pinned down and lose cohesion.  They do manage to pin the rebels in front of them.   


 Our hero gets 3 actions again but things are more dicey now.  What would you do?  He radios 3rd squad and tells them to deploy on the right flank to support 2nd squad.  Next he realizes 2nd squad is in a precarious position and they have the pilot.  He abandons 1st squad and moves to 2nd squads location and makes it into the ditch.  

 This photo shows the Apache has driven off the technical.  

The rebels have pushed a squad into the crops in front of 1st squad. [ bottom center]  They are pinned but 1st squad is not only pinned but disorganized.

2nd squad is still caught in a crossfire. [ center] Rebels have advanced towards their position but are pinned yards away.  2nd squad is pinned and disorganized as is Lt Cespedes.  

3rd squad has arrived on the right flank. [ upper center]  Sgt Dooley used his initiative to spot the enemy in the crops and failed.      

Close up of the action at the ditch.  the squad has broken down into 3 distinct pinned packets. 


 Even in a ditch, Cespedes gets 4 action points!  
He rallies the 3 men closest to him and directs the grenade launcher to accurately lay fire on the rebels.  Next he spends 2 points to call back to base and asks the Apache to lay down fire in the crops right of the irrigation canal.  


Meanwhile, the rebel leader moves up his own right flank to rally his men in front of 1st squad.
However, with no pilot there the men pull back to the village!!  1st squad, pinned down and disorganized will continue to fire into the crops. 

  


 The Apache gets the word and successfully spots rebels in the crops. Guided by the Apache fire, Sgt Dooley finds the rebels.  If nothing else, the crossfire is broken on 2nd squad!  


 2nd squad is again pinned including Cespedes  but the rebels are hurt by the grenades.  They are pinned and disorganized and 3 men are paralyzed with fear.  On the right flank...

all 4 rebels go down!   

Our pinned hero has stopped the rebel charge but he and his squad are pinned in a ditch.  1st squad is pinned firing at crops.  3rd squad is ready to move up his right flank.  He is overwhelmed as he gets 1 action. He rallies himself.  We get 2 individual actions.  The first goes to Sgt Dooley who moves up his squad and starts his own crossfire on the rebels in front of the ditch.  The second...


 goes to 2nd squad and Cpl Jones.  He unpins himself and safely scampers back from the ditch with the pilot!  


 A picture of Dooley's crossfire on the rebels who are pinned down.  


 The paralyzed rebels fall back but the leader brings more men up to charge the ditch.  They all become pinned.  Moreover, the rebel fire is ineffective enough that 2nd squad becomes unpinned due to the paucity of fire.  


 Since there is no return fire from the crops into 1st squad, they too become unpinned.  However,  they are so pumped they keep shooting.

With the pilot safe, all US troops unpinned and half the rebel troops pinned the rebels decide to retreat.  There will be other opportunities to give the Americans a bloody nose!  

Great game that played in just under an hour.  The command and control is really working well as Dooley could be counted on to be pretty independent and Sgt Schutzen not so much.  A big part of leadership is knowing your folks and who can do what.  The CRT led to many, many pins.  Probably need to dial that back a bit but it is better than before.  A work in progress.  

Enjoy

Joe  

 

 

Thursday, May 21, 2026

Updates and a mission with the 18th Mira

 Been a busy spring.  Managed a 10 day trip to Bavaria which I hope to post something about in a bit.  Am having trouble downloading pictures from my phone.  First, updates:

After over 10 years Grunts Forward finally gets an update!  There is a new post 9-11 officer background table, new FFL background table, two new scenarios and three new scenario generator tables including the requested Soviet-Afghan one. 

Second, I have updated Boom and Zoom to answer several questions from players.  I wanted the game to appeal to novices as well as grognards but failed to realize not everyone will know if a plane has a radial or inline engine. A very good point that I just missed.  This is now noted on the plane data sheets. I also cleaned up the wingman separation sequence and the damage charts.  The math hasn't changed just hopefully a little more clear.  

Lets move on to the 18 Mira. [ I apologize if I slaughter the Greek names and ranks!] 

Yposminagos Camberous was leading a section of PZL 24s over the front lines Feb 1941 on an anti bomber patrol.  Without an early warning system they were doing it the old fashion way in old fashion planes.  His country had done well in the war but another Italian offensive had started and their was talk of Germany entering the conflict.  He was second in command of 18 Mira and has seen plenty of action.  He had a shared kill  had not been killed.  He had done his duty.  On his right wing was Sminias Mexlexis, a typical loud mouth fighter pilot with an ego a kilometer long.  Problem was he actually was a pretty good pilot.  He had no kills because he was always kept as a wingman because no one liked him.  On his left, Yposminias Georgiou.  Brand new to the squadron; first real mission. They are at 5K feet because if they don't find any bombers but they do find a suitable target this can turn into a strafing mission. 

Suddenly...

Bullets swarm all around their aircraft!  They have been surprised!  

Both Camberous and Georgiou sustain wing damage.  As the Italians buzz by Camberous does not recognize the type.  The "V" formation quickly falls apart.  Camberous tries to chase an attacker...

and gets a quick side shot but it misses.  Oh, if only we had our 20mm cannon back!  
These fighters must be the MC 200s.  They are faster than ours but not as maneuverable.  

[ Most kills never saw their assailant.  B&Z has advanced rules that allow for bounces.  Not fair but realistic.] 

So the greeks survive the initial bounce with 2 planes damaged.  They are outnumbered 4:3 against a slightly better plane.  Right now a draw would feel like a win.  
 

Fortunately, only 1 Italian goes before the Greeks. 

As the fighters swirl a MC 200 gets a quick shot at Camberous which does minimal damage.  Mexlexis, almost killed because his officer got him bounced by the enemy,  goes to work. He picks out a target and goes to work.  Soon he is on its tail and... 

is rewarded with hits on its radial engine!  He continues his work when...
 

he is interrupted by another Italian shooting at him and has to break off! The initial attack die actual hit Mexlexis but because of his skill he was able maneuver and minimize the damage. [ He used a veteran re -roll!]   His victim leaves the field smoking.


 Our rookie Georgiou, decides to challenge an Italian and pull out several maneuvers which all fail to give him the advantage.  The Italian replies in kind and...

 soon lines up a very good shot...
which he doesn't miss!  Fortunately, Georgiou bails out safely. However, one more airframe lost. 

At the end of turn 2 the odds really haven't improved. However, with Squadron Forward I get a random event.  The last Italian to fire has his guns jam.  The plane that downed Georgiou loses one of its two MGs dropping its FP to 2!  

Mexlexis gets the initative and decides to keep hunting rather than join up with Camberous.  He quickly . 

gets on the tail of another MC 200 and shatters it cockpit!  Now something extraordinary happens.  It is Camerous' turn.  The smart move is to protect Mexlexis' wing for several reasons.  But would Camerous, an officer do that?  Pro-- Camerous is lazy, his plane is damaged, Mexlexis is a better pilot, they are outnumbered and Mexlexis is on the tail of an Italian.  Con- Officers normally don't let enlisted lead but this is somewhat relaxed in the air, Mexlexis is disliked by the squadron.  Given the above, for those of you who know what AKOT is I gave a "probable" that Camerous would do it this once and...  

he did!  As predicted, another Italian came to attack not Mexlexis, but now the element, to throw them off the tail.  Unfortunately, Camberous failed to protect and the Greeks were knocked off.  The damaged Italian also left the field with his shattered cockpit.  As the dogfight continued to swirl with no advantage Camberous signaled to a pissed Mexlexis that he would now assume the lead.  So they swapped places.  

At the end of turn 3 the odds are even now. But the Italians get the initiative...


 Using their superior speed they make quick attacks on both Greeks.  While no damage occurs the element is broken up.  [ unusual that the element keeps breaking up during the turn.] 


 Camberous, even though damaged, sees an opening[ excellent dice roll] and barrel rolls behind an Italian. He sees strikes on the enemy!


 Mexlexis, using all his skill [ re roll] manages to get the advantage on the other Italian but can't cause significant damage.  

As we end turn 4 the hunted have become the hunters!  Both Greek fighters have advantage going into the last turn.  In addition, the Greeks get the advantage.   

Mexlexis continues to fire and again sees smoke from an Italian fighter.  Much to his dismay, the Italian goes into a shallow climb and outruns Mexlexis.  Three damaged fighters but not one that went down!!

Camberous also further damages his opponent.  The Italian goes into a steep climb trying to loose the Greek... 

but Camberous manages to stay with him.  Between 6-11K ft the MC 200 has a large speed advantage over the PZL 24.  This is too exciting, I have to give Camberous an extra turn to see how this plays out.  If he gets the initiative he has a chance.  If he loses it almost assuredly the MC 200 will pull away.  

He gets it and puts the Italian away!!  

 

Fantastic game!  It was fun to see what you could do with the cards stacked against you and the Mira did very well.  The greeks lost 1 with 1 damaged.  The Italians lost 1 with 3 damaged.  A Win for the squadron!

Camberous attains veteran status and now has 1.5 kills. [ he shared a JU-87 before].  His status goes up with the enlisted pilots because he was willing to put the mission first and support an enlisted man.  The Squadron CO, Sminagos, Andoniou, who is pragmatic, thought is was the right thing to do.  Mexlexis status also goes up to neutral just because he did so well in the battle.  The squadron rep goes up to 1 for winning against MC 200s.  They now have 7 pilots plus Georgiou who misses 1 mission and 5 planes.

For those of you that would like to fly the PZL 24 in B&Z here is a card for you!

It was going to be official until I found 2 sources that stated that the Greeks ran out of 20mm ammo in late 1940 so switched all the planes to 4 rifle caliber MGs.  Hence the written in "4" and note at the bottom. So before the switch use FP 7.  After the switch use FP4.  I will pretty up the card later.  If you use this against the CR 42 the CR-42 agile trumps the PZL agile.  Treat the PZL as nimble.    
 

Enjoy

Joe