Showing posts with label Rules. Show all posts
Showing posts with label Rules. Show all posts

Tuesday, 17 September 2019

Machine guns revisited

Machine guns have long suffered from an inherent weakness in our rule system. As it currently stands an element firing a machine gun at multiple targets must divide it's dice and combat factor total between the targets. The original reason for why this was adopted was because we didn't want to make machine guns too powerful in 28mm games where one element could conceivably eliminate half the opposing team in a single round, and yet in reality, when machine guns were used logically they were extremely powerful. In some examples, heavy machines in static mounts were perfectly capable of killing large numbers of advancing enemy infantry. Currently in Bayonet_10, this cannot be done.
In yesterdays game, we also encountered the same problem with regards to two P-16 fighter aircraft strafing a mortar position with good a dice roll but to no credible results. Granted, a strafing aircraft might miss it's target, but that really should be expressed by a poor dice roll, and not the contrary. So, now its time to go back to machine guns and 'make them great again'.

In Bayonet_10 we make distinctions between machine pistols, submachine guns, light machine guns and heavy machine guns. MPs, SMGs and LMGs are essentially infantry weapons, and may be carried by General Infantry, or Irregulars, etc, where as HMGs are static or vehicle born weapons. A static HMG is classed as a Heavy. This distinction should extend the lethality of the HMG as opposed to SMGs and LMGs.

Examples;
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From left to right; M712 Schnellfeuer. Thompson SMG. MG-34 LMG. Maxim HMG.
Further examples are provided in the Armoury.

Machine pistols and submachine guns are generally characterized by smaller ammunition fed from magazines. Whilst some SMG's can be equipped with high capacity magazines neither of these weapon types can provide the extensive fields of fire offered by belt fed machine guns.

Light machine guns may be either magazine or belt fed. In the case of the former, they are often described as 'support weapons' rather than machine guns, see for example the Browning Automatic Rifle. Unlike Heavy Machine Guns, LMG's and similar support weapons are generally carried by individual infantry and used for mobile fire support. In this capacity they can provide short bursts of fire over a limited arc. Extensive use of an LMG will result in the need to change a barrel lest the weapon over heat. Some LMG's can be attached to a static mount in which case they become HMGs. 

Unless vehicle mounted, Heavy Machine Guns are generally characterized by being static, belt fed weapons, often with some form of cooling system to allow the weapon to function for longer periods of time. HMGs generally fire larger calibre ammunition, and in some cases may even employ armour piercing ammunition. An HMG will generally inflict more damage than an LMG.  

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The combat modifiers remain the same as before.

Machine pistol: +4 [+3] Shooting. 8 LOS.
SMG: +4 [+3] Shooting.18 LOS
Light machine gun (MG). +5 [+4] Shooting. 36 LOS.
Heavy machine gun. +6 [+5] Shooting. 48 LOS.

The suggested change to the rules means a machine pistol, an SMG or an LMG may now engage two or more targets in base contact with eath other, depending on the quality of the element employing the weapon. Each target rolls against the same attacking roll without any division of the total.
Heavy machine guns and LMGs in static mounts may engage all viable targets with a 90 degree forward arc - much like a field gun. Supporting rules remain the same, so if two HMGs are firing over the same field of fire for example, one supports the other and the targets suffer a -1 penalty against the die roll.


Die roll + combat factors, as described in the rules for all infantry-borne weapons: MPs, SMGs & LMGs.
Inferior:  may target one element.
Ordinary:  May target two elements in base contact with each other.
Superior:  May target three elements in base contact with each other.
Exceptional: May target four elements in base contact with each other.
 


Die roll + combat factors, as described in the rules for Heavy.
May engage all viable targets within 90 degree forward arc.



I have run a few tests and these adaptations appear to make sense. A static HMG all but annhilated an infantry charge across open terrain with four infantry elements defeated and two suppressed. A Superior LMG in the same sitaution was able to suppress two infantry elements and defeat a third.

Machine guns on aircraft will subsequently be dealt with in the Aircraft catagory of Bayonet_10.

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https://www.lonesentry.com/manuals/german-infantry-weapons/mg34-machine-gun.html

To Capture Castellanos


Yesterday's game, which was a part of our Venezuelan campaign was played by Peter and Magne and featured infantry, field guns, armoured cars and a few aircraft. Magne played the Venezuelan National Army Colonel Castellanos who had fled to a small hill top army out post and Peter played the Communist armoured company sent to capture him. The general idea of the game was for a weaker force holed up in a hill top fortification facing well equipped mechanised infantry. I took the part of referee, though I also controlled the aircraft of both sides too (the idea being, neither side had radio communications with their air forces). 


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Though the rules are designed to be simple and quick, the game was actually quite slow since neither Peter or Magne are confident with the smaller details and I spent a lot of time discussing various points of contention with Peter. In the end we ran out of time and so it was a win on points for the communists. 


Rojo Milicia /Communist force
VNA Colonel Castellanos’s force
1 x Infantry commander
1 x Artillery spotter
4 x Mortar teams
2 x HMG teams
9 x Infantry fire teams
3 x LMG teams
4 x BA-6 armoured cars
2 x BAI armoured cars
2 x ZiS trucks w/AA machine guns.
3 x ZiS trucks.
1 x Infantry commander
1 x Out post commander (mounted)
20 x Infantry fire teams
4 x Schneider field guns
2 x AA mount machine guns
1 x Armoured car
1 x Armoured staff car


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The new terrain worked brilliantly and from the level of the ground forces, the way the hills, hedges and trees give a sense of obscure realism is very satisfactory. 

There were two points of concern raised by the game regarding the rules. The first was land mines, which need to be worked out as they are not really covered in the rules at all - and this despite how often they get used. The second point was strafing. The P-16's attempted to stafe the communist mortar battery but our rules have always been weak with regards to using machine guns against multiple targets and the P-16s were entirely ineffective.

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Wednesday, 28 August 2019

Notes on naval element profiles


Currently I don't really have any specified rules for naval elements, so I am pondering on how to make these. In my test games, I've used ships as static features, more akin to terrain with hard-points acting like individual static elements with the bridge acting as a command element (though without any movement orders to the hard points there really isn't much call for a command element if the vessel isn't moving).

There is a lot of scope for games with naval elements, especially with aircraft, and I have built multiple smaller naval elements, and two semi-large models; a mine layer and a destroyer (see here). These are all built of book binders card and are designed to disposable (and eco-friendly) once they have served their purpose because I really don't have the storage space for a 1/150 scale fleet of ships. Originally these models were all built for a game that was going to be played at Christmas 2018, but that game never happened, so I'm thinking perhaps, we'll get around to playing it at Christmas this year? One can hope.

My smaller naval models could probably be reused in later games, and they don't take up as much storage space. Also, they don't take up as much space on a table top (or floor) and I need to work out some kind of rules to allow them to move and fight. It would be nice to have a game with enough space to allow the bigger models to move too, but thats not looking to likely any time soon.

As much as possible, I'd like naval element profiles to resemble vehicle, infantry and aircraft profiles, but there are some obvious differences that have to be addressed. Even a small naval element is considerably bigger and more complex than a tank or a fighter plane. Due to it's size, a naval element may not carry any armour at all and yet it may still be able to take a great deal of punishment from the sorts of weaponry involved in a skirmish battle. You can probably shoot a machinegun at a corvette all day long and do very little actual damage to the vessel's integrity.

Below are my two current examples, of a smaller vessel and a large vessel.  

Stealth and Perception remain much the same. I'd say its impossible to stealth any kind of a ship that uses a steam engine to move, and I'm pretty sure that perception would be good given how often naval elements rely on observors.  

Shot At deals with the bridge structure and doubling this will not defeat the ship, but will defeat the ship's command and communications. To sink the ship one must use an appropriate weapon (heavy gun, torpedo, mine, etc) and roll against the Hull modifier. See also Notes on torpedo attack rules.

Individual hard points on a ship have their own armour modifier, expressed along side the hard point's location in the weapon's description. So any aircraft or smaller vessel targetting an individual hard point - with an appropriate weapon - rolls against that hard point's individual armour modifier.

If a moving naval element loses its command and communications then its crew can probably still stop the ship or avoid collisions. Most dedicated war ships are generally built to accomidate damage and ship steering mechanisms are often controlled from within the hull. Smaller vessels, like fast patrol, and MTBs may not have this option and this should preferably be specified in the naval element profile. (I may have to break down naval into sub catagories of figure for this purpose).

ABC remains much the same as with other elements.

Hull is the ship's integrity, and it remains to be worked out as to what sor tof numbers this will involve. Currently, I have worked with +6 for an unarmoured mine layer's hull.

Good, Rough and Difficult all deal with the state of the sea, with Good being calm seas, Rough being regular waves etc, and Difficult being stormy weather.


RIVER PATROL BOAT SAN MIRANDA
Top speed: 12 knots (22.2 kmh). Range: 800km. Crew: 16. Length: 26,4m. Beam: 6.4m. Disp: 120t. Powerplant: 900hp. Steam. Armour: n/a. Radar: n/a. Sonar: n/a. Entered service: 1919. Venezuela. 
STEALTH
PERC’
SHOT AT
PHYSICAL
ABC
HULL
GOOD
ROUGH
DIFF’
-2
0
5






40mm Bofors gun (forward deck +3) 144 LOS. Single target. +7. (AP -3) No ammunition restrictions
.50 Vickers machine gun (rear deck +3) 48 LOS. Multiple targets. +8. (AP -1). No Ammunition restrictions.
Naval (O)




FLOWER CLASS CORVETTE
Top speed: 16 knots (29.6 km/h). Range: 6,482 km. Complement: 85 . Length: 62.5m. Beam: 10m. Disp:940t. Powerplant: 2,750 ihp. double acting triple-expansion reciprocating steam engine.  Armour: 0. Radar: SW1C radar. Sonar: Type 123A sonar. Entered service: 1939. UK
STEALTH
PERC’
SHOT AT
PHYSICAL
ABC
HULL
GOOD
ROUGH
DIFF’
-2
+2



+6



4 inch BL Mk.IX gun (forward turret +6)
.50 Vickers machine gun (Bridge, right +4) 48 LOS. Multiple targets. +8. (AP -1). No Ammunition restrictions.
.50 Vickers machine gun (Bridge, left +4) 48 LOS. Multiple targets. +8. (AP -1). No Ammunition restrictions.
40mm Bofors gun (rear turret +4) 144 LOS. Single target. +7. (AP -3) No ammunition restrictions
.303 inch Lewis twin MG (rear, right +4) 36 LOS. Multiple targets. +7+1. No Ammunition restrictions.
.303 inch Lewis twin MG (rear, left +4) 36 LOS. Multiple targets. +7+1. No Ammunition restrictions.
Mk.II depth charge throwers (rear flank, right +4)
Mk.II depth charge throwers (rear flank, left +4)
Depth charge rails with 40 depth charges (rear, right +4)
Depth charge rails with 40 depth charges (rear, left +4)
Naval (O)