Battlegroup Intro
Battlegroup Intro
Battlegroup Intro
CHARLIE PLATOON
Game Size
Battlegroup
Objective
A. BAR Squad
B. Platoon HQ
C. Rifle Squad
Battlegroup
300
18 1 Officer
TURNS 1 AND 2
297
18 1 Officer, 1 Scout
Battlegroup
US TURN 3
Orders
Before getting into the action of the turn the US
player must roll for his Orders. This is the number
of orders that can be issued each turn. In a Squadlevel game this is a single D6. In larger games the
number of dice increases to 2D6, 3D6 and 4D6.
Added to this is the US total officers, which is 1. So,
on a D6+1, the result is 5 orders for this turn.
So, for his 5 orders, the US player will move up
those reinforcements and get his attack rolling. As
each order is given it is then resolved, before the
next order is given. So, the order a commander does
things is also important.
Order 1. Full Speed with Sherman dozer tank.
The tank will move along the lane, then move
again off-road into the crop field, carrying it tank
riders (a rifle squad and a BAR squad) with it.
Order 2. Full Speed with MMG team. This
infantry team will also move twice, working its
way 10 (basic infantry movement is 5) across
the crop field, along the line if the hedge.
Orders Explained
Battlegroup
Ambush Fire
Basic Movement
Battlegroup
Pinning
GERMAN TURN 3
Area Fire
There are two modes of fire in Battlegroup Area Fire and Aimed Fire. Area Fire might also
be called suppressing fire, it is aimed at harassing
the enemy and forcing them to keep their heads
down, rather than killing them. Its main effect
is to cause pinning. Area Fire is quick and easy
to resolve, with a single D6 dice roll to see if the
target is pinned, based on a Units Rate of Fire,
range to target and what the target is, all given
on the Area Fire table. It is far easier to pin softskinned vehicles and infantry that it is armoured
vehicles, with enclosed armoured vehicles being
harder to pin that open-topped ones. Against
each pinned result the target gets a cover save,
again a single D6. If the save is passes it isnt
pinned, if it is fails then the unit is pinned. If the
save fails by rolling a 1, then an infantry unit also
loses a man as a casualty to the fire.
As players become more competent with the rules
they get to know the Area Fire table by heart, as
well as covers saves, making Area Fire very quick
to resolve.
High-explosive shells are also good at laying
down Area Fire, with the larger shells being far
better than smaller ones.
US TURN 4
Battlegroup
Aimed Fire
Battlegroup
A. BAR Squad
B. Platoon HQ
C. Rifle Squad
D. Sherman, MG Team,
Rifle Squad, BAR Squad,
Bazooka Team
E. BAR Squad (Rifle Squad
remained on table edge)
Battlegroup
GERMAN TURN 4
Battlegroup
Artillery
US TURN 5
try and get the biggest barrels firing onto the table.
But, just occasionally, those monsters do open up
with potent effects.
The final way of getting some artillery support
is as pre-timed strikes. This is cheap, and the
shelling will come on a pre-set turn and at a
pre-chosen location on the tabletop, so you risk
hitting something less that useful, or missing
the enemy all together if they arent where you
think they will be. Generally, timed strikes are
useful for harassment but unlikely to have the
direct destructive impact on a crucial location that
dedicated guns cans.
Artillerys main affect in the rules is to lay down
pinning, whilst the occasional direct hit will blow
something into the middle of next week, it is the
harassing, dis-coordinating effect that artillery
has that makes it such a good weapon but it
is deliberately designed to be useful, but not a
weapon that can reliably dominate a tabletop.
Thunderbolt, armed with 8 5 rockets (as well as its
8 machine guns). The Jug is now inbound. Just like
any other unit, it needs to be given an Order to do
anything.
The US player rolls for Orders, scoring a 2, with 1
officer that is only 3 orders. Still not enough to get
the artillery support going and do anything else. He
decides the aircraft will have to suffice this turn.
Order 1. Manoeuvre and Fire with P-47. The
aircraft gets the first order, it must move and
fire (because it cant stop
moving) but its move allows
it to travel to anywhere on
the table. It is going to try
to make a rocket attack on
the German rifle squad in
the forward bocage fortress,
hopefully blasting them
out of the hedgerow for the
subsequent advance across
the field to the objective.
German Interrupt order
with Ambush Fire with
first machine gun team. On
Ambush Fire, the rear MG
team decide to try to engage
the aircraft before it lets fly.
All anti-aircraft fire is Area
Big trouble for the Germans as
a P-47 buzzes the fields
10
Battlegroup
Aircraft
GERMAN TURN 5
Battlegroup
US TURN 6
12
Unit Morale
Battlegroup
GERMAN TURN 6
Battlegroup
US TURN 7
Ammo
Battlegroup
A. BAR Squad
B. Platoon HQ
C. Rifle Squad
D. Sherman, Rifle Squad,
BAR Squad, Bazooka Team
E. BAR Squad
F. MG Team
GERMAN TURN 7
Battlegroup
US TURN 8
16
GERMAN TURN 8
Battlegroup
CONCLUSION
US TURN 9