I know it's been a while, but real life and distractions tend to have that effect on my blogging. I have something new to document, and it's kind of cool in my opinion, though, so here I am!
For a little while, I've been tinkering with some rules for 20th century wargaming on the tabletop. Well, I've been tinkering with many rules, but these are the ones that are of importance today, as I have finally put them to the table for a playtest!
Wildman that I am, I didn't set up a remotely balanced test, but it was fun to get the dice out and the little men running about a bit to see what happened, and I think the rules are at least fairly solid. They certainly call for another test!
The entire short game listed below took two "rounds" in game, and only one hour, which bodes well for a relatively fast playing game as I had desired. They also had a feel of realism, and though I have a few tables to refer to in gameplay, it was not overburdened with paperwork. A few redundant or forgettable rules were highlighted as well, so altogether, a worthwhile endeavour!


We join two sections from the Régiment de la Chaudière as they advance along a country road, towards a small farmhouse believed to be in German hands.
Not only is it held by Germans, there are three whole Gruppe of panzergrenadiers there, ragged from retreating but determined to fight.



Here we have a period photo from the point of view of the Canadians on the road :

The game begins with the MG42 team on the hillside overlooking the road, instructed to give security while the 3 Gruppe performed basic make and mend or training activities, opening up on the Canadians in the open.
They don't hit anyone, but begin to inflict Stress (a cumulative measure of morale effects under my rules) on the Canadian section. I track the stress with a red die, and the actions remaining to the leader with a green die.

The Canadians return fire with a Bren team along the side of the road, and kill the loader for the MG team, applying some stress as well.

With no more units in LoS of each other and wishing to fire, the Canadians run to cover along the orchard hedge on the side of the road, and the German Gruppe in the woods crests the small hill separating them from the second Canadian section. The hardest fighting is about to start, with close range fire exchanged constantly. The Canadians in the woods move through the trees to make themselves harder to hit, and the fire begins. The Canadians are immediately laid into by the Gruppe's full firepower, and take one casualty. However, the stress from firing prompts an Unpredictable Reaction (a roll on a random event table), which allows them to treat his wounds immediately, and not lose one man for a whole round to providing first aid.

The Germans on the hill looking down on the Canadians in the woods.
The Canadians' second Bren team engages the Germans on the hill, and takes out one rifleman, but it isn't enough. The German MG42 in the cabin parking lot opened up on the Canadians by the orchard then, inflicting one casualty and suppressing them.

The Canadians by the Orchard about to receive fire.
As the Germans continue to win the initiative and get lucky with their firing, things for the Canadians, particularly in the woods, go from bad...

to worse...

By the end of round two, the Germans have pinned the troops in the woods as well as the troops by the orchard, and the Canadian section in the woods surrenders, while the other falls back at speed. Their patrol has been defeated and turned away, and quite soundly at that.

The Rearmost German Gruppe prepares to receive prisoners.
As I said before, quick-playing and not inauthentic feeling - however, I need a better scenario to test it on next time!
Let me know if you have questions, or if you want to see more, and I hope to see you back around next time!
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