Showing posts with label NQM clarifications. Show all posts
Showing posts with label NQM clarifications. Show all posts

Tuesday, 27 August 2013

Clarifying Mechanised Orbats

When a motorised battalion of infantry with integral transport goes into battle, one of the bases (usually a Support (S) base)  can be an integral part of the transport base. In addition, the transport may carry other bases (usually  Fighting (F) bases) that ‘deploy’ when the stand attacks or defends.  The following scale should provide a rough guide but is not prescriptive :

No  extra bases per jeep or motorcycle combo
Up to 2 bases extra per light truck  or  halftrack eg Sd Kfz 250
Up to 2 bases extra per half track (an empty halftrack carries up to 3 stands)
Up to 3 bases extra per medium truck
Up to 4 bases extra per heavy truck
2 wheel trailers may carry 1 base
4 wheel trailers may carry up to 2 bases

If there are a mix of fighting and support bases in the stand, it can be given a hybrid designation, such as  FS, CF, CS, or even CFS.
This is different to the case of a marching infantry unit that happens to be transported in trucks that are not a normal part of their orbat. For marching infantry, the truck(s) can be accounted for separately as a Logistic (L) stand.
In retreat, all your troops will fit onto the trucks up to a maximum of double the usual extra stands, but no support weapons, so support stands become rifle stands.

Pz Gren Bn    1 Comd Sd Kfz w 37mm PAK + 81 or 50mm Mor (CS3)  which would normally travel with the Bn comd Sd Kfz, 2 x [Sd Kfz with MG + 2 Rifle bases @ (FS3)] (Rifle stands may have integral AT Rifle or Pz Faust  capability).

PzGrenBnGep

So a panzer grenadier battalion has 3 halftracks (each CS3 or FS3 light armour with an integral machine gun  or PaK 37). The 250 will always have an integral command base or may have an integral command/support base (MG or Pak), and probably also has a dismountable support base with it in the shape of a mortar. Each 251 has an integral support or gun base. Regimental gun support can be simulated by modelling the gun on the transport e.g. the Sd Kfz 250/10 or  Sd Kfz 251/10, or as a towed gun, as shown in the picture above.

In total up to 6  dismountable rifle or support bases could be carried by the 3 battalion transports with their integral non-dismountable bases. You could use as few as 3 or 4 dismountable bases to reflect the often-reduced fighting strength of these heavily used units.

Mot Rifle Bn  Comd Car + 81 or 50mm Mor (CS3)1-2 [Trucks or 1/2 tracks with integral mg support stand + 1-2 Rifle bases (FS2-3),  (Rifle stands may have integral AT Rifle or Pzfaust  capability). A total of 6-9 bases per battalion including the vehicle bases, in line with infantry battalions is about right, making a total of 3 stands, as shown below.

MotRflAbt

In total up to 6  dismountable rifle or support stands can be carried by the 3 battalion transports with their integral non-dismountable stands. Any regimental guns will be towed in this orbat. If a truck does not have an integral support or fighting base, count it as (L1)

Please note that this does not in any way seek to replicate the actual carrying capacity of these vehicles; rather it simulates the functions of a battalion, whilst still allowing a modeller to produce signature equipment in his orbat. The orbat also gives flexibility without being too prescriptive. If you disagree, run your ideas past your opponent and reach an agreement for an enjoyable game.

“Orbats are for Beginners”

The title quote is one that Jim Wallman is fond of trotting out at appropriate moments. There is a kernel of truth hidden away there.
NQM started using 20mm figures and originally, 3 infantry bases, each with 1 strength point (s), formed a stand with an output of 1 combat unit (CU). When I changed to 15mm, a single stand gained (s3) and put out 1 CU.  This was useful for divisional battles, but became unweildy when corps took to the field, so it is time to go back to basics and restate some beginner orbats. I am starting to roll these out on the orbat pages. It is the most significant change that I have made to the written guidelines in 30 years as it reduces infantry strength relative to armour and artillery.

SovMotRflBn

Each of the 2 stands in the photo above put out 1 unit of fire (CU). the command stand on the left has three strength points and the support stand on the right has two.

As before, a stand fights and fires as normal until each base has a pin in it. the first extra pin overloads the stand and removes it: this means all three bases in the case of the command stand, and both bases in the case of the support stand.
If the two stands reorganise, there is no longer a need for black pins. Any permanently damaged base is removed. Vehicle stands that use one vehicle to represent three strength points continue to use black pins as normal.

SovTkBdeApr42

Thursday, 14 February 2013

Table 12 - Worked Example

Thanks to Mike and others who have reminded me  that if you haven't seen Table 12 in use, then it is not  immediately obvious how it works. So here goes :
An Italian 47mm Anti tank stand takes on a Soviet T-34
Example 1 - A 47mm Italian anti tank company takes on a tank company from 1st Guards Armoured Tank Corps near Stalingrad. First point - the Light medium or heavy value of the two sides are flexible, depending on the scenario that the Umpire sets. It seems reasonable to assume Light for the 47mm anti tank gun attack and MEDIUM for it's defence (Horrid little low profile company dug in on a reverse slope ) MEDIUM attack and defence for the tank company (driving forward in the open with 75mm guns and  proper medium armour).  Each company rolls one die per stand, so one light die rolls a 5 for the Anti tank and one medium die rolls a 6 for the recce. On table 12 light 5 against medium scores one pip, so a red pin goes onto the tank company and medium 6 against light scores 2 pips, so 2 red pins go onto the 47mm.
Brave Bersagliari see off a Greyhound!
Example 2 - Three Light infantry companies attack a light armoured recce company. They roll 3 light dice scoring 1,4,6. The 4 scores 0ne pip and the 6 scores two pips so a total of 3 pips go onto the Greyhound. In return the Greyhound rolls a 6 scoring 2 pips. The Italian player allocates them evenly on his troops putting one on each of two stands of his choice. Next move, if the Greyhound does not retire, it will be assaulted by the Bersagliari, who have won the firefight. As it has no effective fighting strength left it will be overrun. Time to pull out and reorganise!