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.

Friday, July 12, 2024

Afghanistan with Lt Richards and Fields of Fire

Apologize for the long hiatus.  My father in law continued to age poorly and finally passed in his sleep two weeks ago.  As we take care of him and his demented wife this took a lot of time and quite an emotional toll.  I just haven't felt like wargaming since spring.  I read some and played tabletop baseball games.  

I played one game of SAGA

 

But it was only okay.  

Recently I decided maybe if I played a company level game instead of a battalion level game I could become more inspired.  I saw that Fields of Fire was releasing a 3rd edition rulebook. Perfect timing as I really felt like reading more than gaming.  For those of you that aren't familar, Fields of Fire is a Solitaire infantry combat game where you are the company commander; it is a board game so has some limitations.  It is quite innovative but had a horrible rulebook.  I reviewed it back in 2013.  It had some good points but frankly wasn't worth the energy to make it into a top notch miniatures game.  [ I reviewed it Feb 2013 if your are interested.]

I played around with it for vietnam




and thought it showed potential.  

So here is a report of a game using one of my Force on Force platoons I rolled up using Platoon Forward.  It focuses on Sgt McMann's squad of the 10th Mountain in Afganistan in 2011.  There last battle was posted Aug 2021. 

Capt Ross looked across his desk, " Ken, I am asking you to go on foot.  This way you will rub shoulders with the people.  They are why we are here, remember?"  Yes Sir but we will be more exposed to those same people and I don't want any more casualties.  " Look LT, I don't want casualties either but it is 2011, we are now diplomats AND soldiers- you go on foot." Yes Sir!

Fields of Fire [FOF] uses a card deck to determine the board. You move from card to card. Movement and distance is thereby somewhat abstracted.  It can be realistic as you don't always know the terrain you are in.  However, in 2011 there would  few surprises for this FOB.  Instead of drawing cards I rolled up a board as per Platoon Forward setting a village in space 2,3.  


   This is what I got.  FOF uses area movement so this is actually a 4x4 board.  As an example, the left side of the board has a pond, then crops followed by small building then woods.  Lt Richards route is going to take him up the left side to say hello to the farmers, check out the woods at the top left them visit the market and fly the flag.  Finally he will check out the river and head back to the FOB.  Humvees will pick them up at the river.  

Here is the platoon pictured above.

Lt Richards    Comes from wealth.  Volunteered to make a difference and to tick off his family.  Mercurial temperament.    average leader

1st squad  Sgt McMann     Average leader but well respected in the company and his squad.  His squad is veteran. [ FOF only has 3 grades of troops]

2nd squad Cpl Adams    Recently of 1st squad.  Took over 2nd squad with the death of their SL.  Still learning the ropes  Poor leader/ NL squad

3rd Squad Sgt Gonzalez  Average leader who is very scholarly.  Average squad

The NCOs were as excited about the plan as Lt Richards was but it was decided that 1st and 2nd squads would hoof it out to the  woods.  At that point the 3rd squad would meet them in Humvees as cover.  2nd squad would poke around in the woods then they would all make nice in the market and go home.  There was a movie tonight.


 

2nd squad leading the way.  

Squads are normally made up of 3 steps.  Each step represents 2-3 men.  It can be clunky sometimes but overall it works.  As stated, this is a solitaire game.  When you enter a new area of a potential contact you roll to see if you encounter something and if you do what is it and where.  I have to say the solo enemy is the strongest part of FOF.  It is well thought out.  For the miniature gamer it isn't very generic though.  You really would have to craft a new opponent for almost every scenario I think.  

A shot rings out from somewhere almost killing Cpl Adams.  The rearward part of the squad if pinned by the sniper and Adams is frankly terrified.  Fortunately Sgt McMann's squad saw the shot from across the road and drive the sniper off.  Lt Richards picks up Adams, dusts him off and sends 2nd squad on their way.


First squad leaves the crops and comes by the small farm.  Pvt Shaw nods to two women and is smart enough not to say anything.  Here we have another potential contact...

suddenly mortar shells erupt near the farm catching Shaw and the point team dead on.  They fall while the rest of 2nd squad is pinned down.  The 2 women flee in panic. 

FOF uses "orders" to simulate the C +C of warfare.  You draw a card to see how many orders you get [ between 2-6 but normally 3-4] then you issue orders to your men to make things happen.  What sets this apart from games like O group is that you need an order for pretty much anything except to fire.  Troops will fire at the closest enemy.  In fact they need an order to stop once he is dead or retreated.  It reads clunky but once you have tried it a few times it works well and feels realistic.  [ You have to use common sense sometimes, for instance, if I want a squad to move through the crops to the small farm I would not use two orders for that.  I would use one order and tell the squad to move through there to the farm.]  

Lt Richards day just got worse.  He has unseen mortars hitting his lead squad and has at least 2 men down.  He orders McMann to find that mortar [spot] while he radios back to 3rd squad to come up now and bring the medics. [Radio].  After McMann's experienced squad finds the mortar on the riverbed Richard's orders him to detach a half squad [ detach] and advance him [move] into range of the mortar to pin them down [ don't need an order to fire. Once in range [ center of picture in open terrain] they will open up.]  If Lt Richard had a fifth order he could try to call down some US mortars on the enemy mortars.  

Next turn [ about ten minutes for all of the above to happen] Lt Richards gets contact and soon the enemy gets a taste of their own medicine!


3rd squad shows up with doc in toe and Pvt Shaw is stabilized and taken back to the FOB.  Sgt Gonzalez sends 1 Humvee back with the doc while he stays in support.  

The platoon arrives at the woods.  Lt Richards decides that 2nd squad has been roughed up so 1st squad enters the woods.  Another potential contact...

The woods are clear but there is movement in the village.  2nd squad fires and the enemy quickly retreats.  

One of the neat things about the potential contacts is that they rarely are in the same area; they most often are only nearby and able to shoot into the area just entered.  Occasionally, you surprise the enemy like we did here though we didn't really take advantage of it.

 At this point it is clear that the village will not be friendly. 

Lt Richards decides to send 1st squad into the village directly and 2nd squad through the rough on 1st squads right.  3rd squad's Humvee and our LMG will support.  

I am sure you are surprised by all the red markers on the board in the picture above.  Remember that troops open up as soon as they see the enemy and vice versa.  The markers are showing strengths of primary direction of fire.  Troops become target fixated unless ordered to change.  Also, fire is at the entire area rather than at a specific target unless at point blank range.  This seems odd to most wargamers but I like it alot.  The thought here is that on the modern battlefield you will rarely get a good look at the enemy.  Most troops will fire at flashes, shadows or just in the direction that everyone else if firing at.  [ unless at point blank range] Hence fire it not at a specific target nor is it cumulative.  These two rules make this a very different game from any I have played.  I think the concepts are sound and it jives with my limited experience and what I have read from SLA Marshal, One Bullet Away, The Thin Red Line, Company Commander ect.  Like any model it suffers at the extremes and I am modifying it a bit but I think it sets FOF apart in a good way. I think in the future I will replace the markers with small bits of colored pipe cleaner; should look better.

 

The point team for 1st squad are directed to find cover in the village. [ order expended].  Normally a leader needs to be with troops to find that one or two places in a terrain piece that will provide great tactical cover.  I think in villages that idea falls apart but I do think it should count as an action.  

A large firefight erupts as Cpl Adams springs the main ambush in the rocks. Two squads and a LMG are generated in the town.  These should have been hidden but I forgot in all the excitement so the bullets fly!  All the baddies in the square focus on Cpl Adams in the rocks outside of town.  He is quickly pinned down and demoralized.  

Each turn you get 0-2 orders that the troops themselves can accomplish with their own initiative such as seeking cover or picking out targets.  This represents your lower NCOs.  There are never enough of these!

Lt Richards sees Adams in trouble.  He low crawls into the rocks with the rest of his squad.  He picks out the LMG and orders the squad to concentrate fire on it while he tries to rally Adams.  

While fire isn't additive and affects the whole terrain piece; leaders can spot individual targets and have units concentrate fire on them.  Concentrated fire IS additive and other than thump guns, the best way to bring large number of guns into play. 

Meanwhile back in town...

Sgt McMann and 1st squad is duking it out in the small buildings and alleyways on the west side.  Here grenades are king.  Both sides end up pinning the other.  Sgt McMann asks for help but the Lt is busy with 2nd squad.    Finally, after a good 15 minutes...


 Several men make a break for the woods.   Our LMGs that have been providing crossfire into the town shift fire automatically onto these new targets.  Unfortunately, all we do is pin them.   

At this point we are well into an hour into the mission.  Capt Ross wants to know if the patrol is wrapping up.   Lets review:

1st squad is pinned down in the west end of the village.  

2nd squad is pinned down just outside the village proper with Lt Richards.  He has been unable to rally anyone.  

3rd squad that came up to help has been firing into the market to relieve pressure on 2nd squad when...

Pvt Chu their LMG gunner is hit!  

Lt Richards admits that he is facing 2-3 platoons and could use either some artillery [ not allowed in the village] or the QRF.  Ross states he is dispatching them now and he is coming up to see what is going on.

Capt Ross arrives and expects a Sitrep now!  The Cougar with the QRF sits on the road awaiting orders.


 

Lt Richards extracts 2nd squad and briefs the boss.  Ross nods and shows little emotion either way.  He has a plan within 60 seconds.  "Ken, you take your platoon and secure McMann and the west side of the village.  Tony will take the QRF and assault the east side.  We can still make the movie" he says finally cracking a smile.

With the company commander on the board he obtains his orders and then activates his subordinate platoon leaders.  They in turn activate their squads.  It really does feel like you are commanding a company.    

Lt Richards goes over to the humvee and has them shift fire from the marketplace to the west side of town. [ Yep, two orders; one to get there and one to show them where to fire.]

Meanwhile...

As 57mm rockets start to hit the eastern buildings the Taliban leader sees the cougar approaching.  At this point he has bloodied the infidels and suffered only 6 casualties.  He decides it is time to withdraw.  There will be many more opportunities to catch the americans napping.  

Final battlefield.


I hope this report gives you some idea of the gameplay.  I think many of the concepts are new and refreshing.   I went back and pulled my thoughts from my review in 2013:

It works well.   The rulebook is confusing (including the second edition I downloaded) but the examples of play on the GMT website help a lot.   If you think about what is actually happening on the board it it not that complicated and after about 5 turns the game flowed.  [ I was even able to remove about 25% of the markers.]  The command mechanism works well and shows you the decisions real commanders have to make.  The combat mechanism took me a while to get use to but actually works.  The solitaire enemy works well once they appear.   The way they appeared on the board still seemed a little random to me but it did produce an enjoyable game both times.   
 
I like this game a lot.  A couple house rules I will add in are:
HQ units will have a higher chance to rally than squads.  (they are the leaders right!)
Cooler random events stolen from Platoon Forward
I will add something for weight of numbers.   3 squads firering have got to be better than 1.
Close combat could be better represented.
 
Best parts of this game are:
 
Command and control mechansim really gets it
Snipers are killer to get rid of
Enemy AI once they are on the board is good
You can use Platoon Forward with this game

I still agree with all the above except adding something for weight of numbers.  Concentrating fire takes care of that.

Downsides

Rules still aren't perfect and it takes some effort to learn. 

I have already mentioned having to carefully write scenarios. While this is a great solitaire sandbox system it will take planning before hand to get the most out of it.

 There is a fair amount of fiddle in having to order your men and breaking down squads which would only work in a solo game with a gamer who has a fair amount of time.  

In short, I think this game rewards those looking for a solo experience of being in command of a infantry company in combat if you are willing to put in some time to learn some new concepts and go with them in a leisurely manner.

Enjoy

 

Joe

 

   







 


 



Tuesday, April 2, 2024

A Preview of Boom and Zoom

Still busy with family issues but have played one game of Boom and Zoom and 1 game of WW III US defending a bridge.  I had told several people on TMP that I would post something about Boom and Zoom since the rules are finished.  I haven't been able to start shopping them around with all that is going on right now.  I want to be calm and collected and enjoy the process.  I thought I could at least post about the concepts of the game and why I think it is different from everything out there.  I was going to post a AAR but I think instead, I will use the pictures to illustrate the concepts.  Obvioulsly I have a biased opinion but the playtesters all enjoy it.  I really have to get back to Richmond and have another game at Waterloo.  

From the introduction to the rules:

  

The purpose of fighter aircraft is the destruction of enemy aircraft.   US navy fighter manual

I.                    Introduction

 Welcome to Boom and Zoom (B&Z), a set of rules designed to provide a quick moving game pitting hostile elements of aircraft against each other, though it could easily be called “The Thinking Man’s Guide to Aerial Combat,” as you’ll need to develop a strategy that plays to the strengths of your pilots and aircraft and, in the advanced game, attributes based on the doctrine and tactics of the countries represented.  Game play revolves around each player attempting to execute their strategy, seeking to gain the initiative and dictate the flow of the battle to their opponent by skillfully taking advantage of key moments of opportunity and risk!  The game is quick moving because, though the decisions are all yours, the actual execution of those decisions are somewhat abstracted.  

 

So that is what the game is about.  How do we do it?   To me there are three important things that set people up for success in air combat, the planes, the men, and their tactics.  Most games I have played focus on the planes, almost all give some attention to the men but few really make tactics important. 

I wanted a game that did all three but could be played in a hour. 

The planes are represented by cards or stat lines.  You see all the usual stuff here.  Planes are rated for performance and agility at four altitudes. But these differences are not always game changers.  Below 15K ft both sides will know that the ME 109E has the edge in turning while the Tomahawk just edges it out in performance.  Above 15K ft though the Allison engine has trouble keeping up.  

[ You can always argue stats; that is half the fun.  Change any stats you want.  I won't lose any sleep. : )]

Don't let the hexes fool you.  Boom and Zoom is played on a grid.   Here a Vic of Tomahawks have been strafing german positions while they have left a 2 ship to fly top cover.  The 2 ship, led by newly minted ace Flying Sgt Skinner has just spotted a schwarm of ME 109s coming to ruin the party.  The Tomahawks want to keep the battle low and avoid turning fights.  


 

The men are critical.  Initiative is a huge part of success in combat.  For solo games I use this chart to track initiative.  No surprise here, Skinner's 2 ship is going first!

Tactics: When planes are in the same square they can attempt to initiate combat.  There are definite advantages to fighting in formations.  Here a german 2 ship tackles a 3 ship Tomahawk Vic. A Vic is far less efficient that a 2 ship element but it is better than being by yourself!  

 

There are two types of attacks in Boom and Zoom, high speed and maneuvers.  There are advantages to both and unique opportunities may present themselves via die rolls where a less nimble aircraft should try a maneuver.  This maneuvering is abstracted to speed play and keep players focused on decision making and results.  Here the Tomahawks have thwarted the German attempts at maneuver and have succeeded in making a high speed attack on the German leaders tail.  As it is a high speed attack the opportunity is only fleeting.  


At the end of each turn you roll to see if you keep formations.  One of the big problems with the British Vic is it is very hard to maintain.  Here the Veteran British wingman manages to hang on while the green tomahawk has broken away.  More ominous for the German, his green wingman has also failed to keep up.  A lone German, of average skill, flying a plane not particularly superior to his opponent's who are veterans better get help fast or climb above 15K feet where he has the advantage. 

The vertical is very important in aerial combat.  The ME-109 can outclimb the Tomahawk.  The german pilot does right thing and climbs.  However, is it positioning, skill, gusts of wind who knows; he isn't able to shake the veteran Tomahawks.  His separated wingman comes in to help but he is blocked by the veteran British wingman.  


 

While the Tomahawk can't climb well it can dive.  Sgt Skinner executes a Boom and Zoom attack on the lone german wingman...

Things have gone from bad to worse for the two German pilots.  The wingman survived Skinner's attack but is now leaking fuel badly and must leave the battle.  Though the British Vic has collapsed, a Tomahawk has maneuvered on the German leader's tail and his plane is now severely damaged.  Since the Tomahawk used maneuvers rather than high speed attacks he has an advantage over the German which we call "the edge".  If someone has the edge on you you are not happy.  You can only try to break "the edge".


 One of the ways you can break the edge is to call for help if you have a two way radio.  Here the other German element executes a boom and zoom attack on the offending tomahawk.  It is successful and the edge is broken.  Teamwork!

 

I hope you have enjoyed this introduction to Boom and Zoom. This game, including taking pictures and notes, took me 67 minutes.  Obviously a lot more here and the devil is in the details but hopefully this gives you the philosophy behind the game.  Hopefully I will get the time to shop it around soon. 

 

Cheers

 

Joe




Tuesday, March 12, 2024

Guadacanal--- Back to "O group"

 Sorry for the long absence.  My 100 yo father in law is requiring more care from my wife and I which is making for long nights and less time and enthusiasm for gaming. Real life-- what are you going to do?

My tactical aircraft rules for WW II are just about done. Just Jack has turned into a great editor; who knew a Marine could even spell?   Tentatively called Boom and Zoom I will start shopping them.  I have a tomahawk v ME 109 battle set up that I am recording and will hopefully post which will give you all some idea of the mechanics now that the fighter vrs fighter rules are set.  

But for today we are posting a land battle on Guadalcanal.   Three things conspired for this battle.  First I read a blog from the Devon's wargaming group where they did a battle on just his using O group

https://devonwargames.blogspot.com/2024/02/guadalcanal-1942-ogroup.html

Second I had a long discussion about O group on TMP.

Third I finally started reading a book that my dad recommended to me about 15 years ago.

Now my dad rarely recommend books and I must say this is a good one so far.  It is about an army company on Guadacanal.  The author wrote from Here to Eternity for those of you who studied science. What I found out that impressed me was he was an infantry corporal on Guadacanal so he knows what he is talking about.  

You all know I love the combat routine for Battlefront.

 https://platoonforward.blogspot.com/2022/02/battlefront-review-of-rules.html

Now I have reviewed O group here before and like it.   

https://platoonforward.blogspot.com/2022/02/o-group-review-of-rules.html

But all the leaders are the same which bothers me ;still O group works best with infantry in lots of terrain.  Sounds like Guadacanal to me! 



I rolled up the board per Platoon Forward using "heavy terrain".  US will start at the bottom.  The first pipe cleaner is there start line.  Second pipe cleaner is Japanese defensive line.  Third pipe cleaner is the objective, Hill 100.  The left three hexes of the board are all heavy jungle signified by the mass of plastic palms.  Each hex is 80ish yards which works to O groups scale and is half Battlefronts. I forgot to mark it but the far side of the destroyed village is phase line smart where a third US company is available to finish up the attack.  

US view of the objective past the destroyed village.

One of the things I dislike about O group's novel set up is that is strains when the defender has been in place for a while.  You only place platoons on the board with 5s and 6s plus ATG and bunkers.  Fortunately it worked out here as each defending company wanted to place two platoons up. With the fifth die one company will place their HMG.   I guess one heavy machine gun decided to ignore the preparatory artillery and sleep in!  [ I would love to know I am doing this wrong.  If so someone please correct me.] 

Japanese positions.  The japanese decide to ignore the heavy jungle on their right but do place a combat patrol in there just in case the US get's sneaky.  [ In close terrain the concept of combat patrols is brilliant!] All japanese are in ambush.  Since this is solo no need to be off table. 

The US rolls for their deployment.  The three "1s" signify their bombardment took out a Japanese platoon plus a squad.  No 5s or 6s so only the company CCs start on the board with some combat patrols.  

I convert two CPs to deploy a platoon from A company.  My plan is to make a push down the road with armor and have Bravo company support my right flank.  Bravo company rests by the river while the scouts look for the Japanese.


I don't have the Battlefront Japanese cards as I don't know if I would use them enough to justify the purchase.  So for today I have substituted french for the infantry/MMG and knee mortars and Italian for the 60 Mtr and ATG.  For the Japanese I am making them "veteran" and they ignore negative modifiers for company losses.  They will also win ties in melee.  Otherwise there are no other special rules.


 Scouts make contact all along the line!


1st platoon Bravo company deploys 80 yards from gunfire under the watchful eye of Capt Stein.  All US troops are experienced except 2 platoons trained/1 alpha CO vets.  [ I roll up quality before hand.  To make it simple the platoon leader's quality is the same as his men.]


Stuart tanks are ordered forward as Japanese dispositions are still unclear. 


1st platoon B Co comes to grips with the enemy.  Third squad on the left is hit badly and their SL falls. 


Capt Stein deploys 2nd platoon on the far right to try to bring more firepower down on the Japanese.  A company can't seem to get artillery support!

The artillery finally arrives!  Capt Holt, behind on his timetable sends Lt Woodcheck's 2nd platoon forward. [ they are only trained not experienced/ yellow marker].  There is miscommunication and the Stuart doesn't move up. [ Ran out of orders!] A hidden MMG opens up. Needless to say 2nd platoon is thrown back. 



 On the right flank, with excellent MMG support, 1st platoon B Co advances 80 yards into enemy territory! 


After 4 turns (40 minutes) into the battle.  Alpha company on the left is going nowhere.  Bravo Co under Capt Stein, on the right has a small foothold in the Japanese line held by 1st platoon.  He has ordered 2nd platoon to advance to take the pressure off 1st platoon but they has to cross open ground...

Lt Elson duly orders the dogfaces forward.  2nd squad of 1st platoon can be seen holding their forward position in the light jungle just past 2nd platoon.  Sgt Carver's squad breaks but the rest of the platoon, though pinned remain.  

Lt Elson orders the LMGs up.  3rd squad rallies from 1st platoon and strengthens their gains there.  Suddenly it is the Japanese, holding this part of the line with only 2 platoons [ third wiped out in the pre attack barrage] who are pressed.  

Capt Holt finally has everything in place to once again mount an assault.  He now has artillery, re formed 2nd platoon and armor now leading Lt Ocha and the crack 3rd platoon into the fray!  [ Needed to save up enough battalion orders to move all this at once.] 


Meanwhile Bravo Co continues to grind away.


About 90 minutes into the attack.  Battle line running north to south in the photo taken by a PBY. 

Alpha company still shelling the village and MMG position.  60mm MTR also laying down smoke.  2nd and 3rd platoons advancing towards the ruins.  Japanese casualties mounting secondary to 105 shelling.  Bravo Co: 1st platoon has gained another 80 yards of jungle just below center of photo.  3rd platoon deployed to their left trying to find a gap.  2nd platoon still stuck but taking the heat off 1st platoon.  1st platoon down to 14 effective though.  However, as you can see the Japanese are down to 3 squads left from their 2 platoons.  Far right Japanese have deployed their only reserve platoon [ which is elite] to hold the line in front of hill 100.  

Actual combat photo of some of Lt Ocho's men during the assault on the ruins.

1st platoon holding the far left flank in background.

110 minutes into the battle.  The japanese front line withers away!  Lt Ocho captures the ruins.  The Japanese on their right pivot to protect the road.  There basically is no Japanese left on the left flank...

As the Japanese Company Commander faces 2nd squad, 2nd platoon of Bravo Co.  [ He actually won!]


As the US forces have reached phase line smart I could now bring in a fresh company to face an elite platoon of the Japanese to defend the hill.  The battle, having taken me 2 1/2 hours solo I decided to end it.  Well fought and exciting.  Pacific land combat is hard to game but I enjoyed this a lot. I really liked my use of O group combined with Battlegroup.  I only used 8 dice instead of 9 for both sides as I only had 2 companies on the board and that created enough tension with the orders mechanic.  I really did feel like I was in a Battalion/Company commander moving around units, cursing the artillery I couldn't get.  Now I will work on how to differentiate different platoon leaders.


Enjoy


Joe