I am now down to ONE more class before I am done with my Master's degree, and it is my capstone project. I am taking a breather this weekend before diving in again, but I plan on buckling down and getting this thing done.
I did get a very quick playtest of my Guards Tank Brigade rules. They are designed to be a fast play set for conventions (if we ever get to have those again) to be used double-blind, with two identical tables separated by a divider with the players only able to see what their units can see / report.
I won't go into mechanics because they are still so fluid I changed some of the rules while in the middle of the game! In a nutshell, each hex is ~500 meters across and each unit is company strength or an artillery battalion. Units can be fresh, spent, or worn (0 ,1, or 2 hits respectively) before becoming combat ineffective aka knocked out. It is very abstract, focused on being fast for multi-player games with me running between the tables.
Click photos to enlarge
Here is the table, with some unpainted experimental 3d printed roads and buildings from Forward March Studios. Lead elements of a Soviet Tank Corps are attacking town at a road junction circa 1944. Two Tank Brigades are deployed with the general scheme of maneuver being each will attack the flanks in a pincer movement.
Each Tank Brigade has 4 x T-34/76 companies and 2 x SMG companies with 2 field artillery battalions in direct support. They also have 2 x armored car platoons, for reconnaissance
The defending Kampgruppe from a Panzer division has 2 x companies of Panthers, 2 x Armored Panzer Grenadier companies, 2 x motorized Panzer Grenadier Companies, 1 x PaK-40 AT Company, and 1 battalion of field artillery along with 2 x heavy armored car platoons.
|Panthers in hull-down positions await the onslaught|
Here is the end game. The Soviets almost push into the town and the Germans are up against the wall, with effective use of artillery by the Soviets. But they just don't quite have enough combat power left to finish the job.
I learned quite a lot, and am following the maxim (from Bob Cordery I think) to eliminate any rules you forget to use. There were a few... I am going to simplify recon, add simple close assault rules, tweak Infantry overall, and next game try my ideas for some simple logistics rules that allow units to halt an advance or pull back and regroup,
Until next time, stay safe and good gaming!