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Designs and experiments within the Commands & Colors system

Archive for The Great War

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Néry (1 September 1914)

Mark McG
Australia
Penshurst
NSW
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Néry (1 September 1914)
HISTORICAL BACKGROUND
The Affair of Néry was a skirmish fought on 1 September 1914 between the British Army and the German Army, part of the Great Retreat from Mons during the early stages of the First World War. A British cavalry brigade preparing to leave their overnight bivouac were attacked by a German cavalry division of about twice their strength, shortly after dawn. Both sides fought dismounted; the British artillery was mostly put out of action in the first few minutes but a gun of L Battery, Royal Horse Artillery kept up a steady fire for two and a half hours, against a full battery of German artillery. British reinforcements arrived at around 8:00 a.m., counter-attacked the Germans and forced them to retreat; the German division was routed and did not return to combat for several days. Three men of L Battery were awarded the Victoria Cross for their part in the battle.
https://www.britishbattles.com/first-world-war/battle-of-ner...
https://en.wikipedia.org/wiki/Affair_of_N%C3%A9ry

From gallery of Minedog3


Germans
• Command Cards 4
• Combat Cards 2
• HQ Tokens 3
• Reserve Artillery 2
• Personnel 0
• MOVE FIRST

British
• Command Cards 5
• Combat Cards 3
• HQ Tokens 4
• Reserve Artillery 2
• Personnel 0

Victory - 3
• 1 Medal for each unit eliminated.

Special Rules
• No-Man’s-Land shelling is not used.
• The Ravine is fordable

CAVALRY UNITS
Cavalry is a Battlefield Soldier unit of 3 figures
Cavalry can move 0-2 hexes and battle, using the costs on the Cavalry Terrain Chart

Cavalry battle (3)-2-1.

After a successful Close Combat, cavalry may gain ground and is eligible to battle in close combat a second time during the turn.

Cavalry retreat 1 hex per flag

CAVALRY TERRAIN CHART
Terrain Move Battle
Bridge 1 Normal
Bridge (Damaged) Impassable Normal
Building Rubble Stop Close Combat Battle into two less dice
Buildings Stop Close Combat Battle into two less dice
Bunker / Fort Impassable Close Combat Battle into two less dice
Church Stop Close Combat Battle into two less dice
Countryside 1 Normal
Countryside (War torn) Stop Normal
Forest Stop Close Combat Battle into one less dice
Fortified position 1 No benefit
Hill 1 Normal
Mine Crater Impassable Close Combat Battle into one less dice
Shell Crater Stop Close Combat Battle into one less dice
Trench Stop No benefit
Waterway Stop No benefit
Wire Impassable Close Combat Battle into one less dice
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Tue Jan 11, 2022 2:08 am
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Air Units (TGW)

Mark McG
Australia
Penshurst
NSW
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Air Units

An Air Unit has 1 figure and is a not a Battlefield unit. Air Units are not Soldier units. Air Units may not be included in Machine Gun barrages or use Crossfire. Air Units may not use Special Personnel except FOO. Air Units do not block LOS, nor do enemy units block the LOS of the Air Unit.

Air Unit Movement
Air Units are deployed at start on the Friendly Baseline (or as per scenario instructions). Air Units can be ordered normally by any Command Card that allows a non-Battlefield unit to be ordered.
When ordered, an air unit may move up to 4 hexes.
An air unit may never Take Ground.

Terrain Restrictions
An air unit ignores any movement restrictions. It may move onto or through a hex with terrain, regardless of its nature (impassable terrain, obstacle, minefield, etc.). Air Units never count for the purposes of terrain occupation Victory Medals. Air Units do not block LOS.

Other Units
An air unit may move through a hex with an enemy or friendly ground unit. It cannot end its move on the same hex as another unit though. An air unit may not move through a hex with an enemy air unit.
A ground unit may move through a hex with a friendly air unit. However, it may not move through a hex with an enemy air unit (this is called ground interdiction). A ground unit cannot end in the same hex as an Air Unit.

Air unit Withdrawing
At the start of their turn, before playing a Command card, a player may decide to withdraw an air unit off the battlefield. When an air unit withdraws, pick up the air unit figure from the battlefield and set it aside. No medal is awarded when an air unit withdraws.

Air to Ground Combat
An Air unit uses ranged attack of 2-1. All attacks are ranged attack. Combat results are determined normally including all terrain advantages.

Dogfight
When an ordered Air unit ends its movement in a hex adjacent to an enemy Air unit, the ordered Air unit must declare a dogfight. To resolve a dogfight, the attacker rolls 2 dice against the enemy Air unit. Only the attacker rolls dice; the defender cannot counter-attack, unless they have a Combat card that allows them do so. Each Blast rolled scores a possible hit (see Downing an enemy air unit below). All other results are ignored.
Air units adjacent to an enemy Air Unit cannot attack ground units.

Ground to Air Combat
Ground units may attack air units. An Infantry or Mortar ground unit must be in an adjacent hex to battle an enemy Air unit. Roll 1 die.
A Machine Gun or Artillery unit can battle an Air unit that is adjacent or two hexes away (it does not need Line of Sight to the air unit). Roll 2 dice.
Any Reserve Artillery attack in the same hex as an Air Unit that rolls 1 or more Blasts scores a possible hit. (this might seem odd, but occasionally aircraft were accidentally hit mid-flight by artillery fire on ground targets).
Each Blast rolled scores a possible hit (see Downing an enemy air unit below). All other results are ignored.

Downing an enemy air unit
Any Blast hits against a flying air unit must be confirmed. Reroll all the dice that scored a hit. If at least one Blast is rolled, the hit is confirmed and the enemy air unit is shot down. The attacker collects a medal.
If the attacker does not roll a Blast but rolls a flag on the confirmation roll, the enemy air unit must retire from the battlefield but is not destroyed. Remove the aircraft figure from the battlefield. The attacker does not gain a medal.
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Sun Jun 20, 2021 4:15 am
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Chaudun (31 May 1918)

Mark McG
Australia
Penshurst
NSW
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Some few months ago I purchased two Flames of War FT-17s to be used in the Great War game, since the scale is the same. 2 paint jobs (each) later I'm happy enough with them to set up a scenario for them, which seems to have little in the way of English language sources.

So this is the creation, which I mainly used the Point Buy System to create, with a few established criteria, like it had to be 1918, the Allies were the French and they had FT-17 tanks.

MM06 Chaudun (31 May 1918)

The FT-17 battlefield debut occurred on 31 May 1918, east of the Forest of Retz, east of Chaudun, between Ploisy and Chazelles, during the Third Battle of the Aisne. This engagement, with 30 tanks, successfully broke up a German advance, but in the absence of infantry support, the vehicles later withdrew.

From gallery of Minedog3


German
6 Command Cards
4 Combat cards
6 HQ
2 Reserve Artillery
4 Special Personnel

French
4 Command Cards
2 Combat cards
4 HQ
4 Reserve Artillery
2 Special Personnel


Victory
7 medals
•Trench Objective - Attacker gains Temporary Objective Medal whilst occupying enemy Trench hex
•2nd Trench Objective – Attacker gains a Temporary Objective Medal for controlling 5 Enemy Trench hexes
•Racing against time- Defender gains Time Pressure Medal objectives if playing a Recon card.

Special Rules
1.The FT-17 uses the same specification as the Whippet tank
2.The Germans get one Air Unit
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Sun Jun 20, 2021 4:07 am
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The Great War Point Buy System

Mark McG
Australia
Penshurst
NSW
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Microbadge: 2019 Gold SupporterMicrobadge: Citizenship Recognition - Level II - If I have seen further, it's only by standing on the apex of other's dice.Microbadge: Level 16 BGG posterMicrobadge: Silver Image UploaderMicrobadge: Silver File Uploader
Since the vast majority of WW1 engagements had a clear Defender and Attacker, with the Defender in a set of fortifications, it is relatively easy to set setup instructions and Victory Conditions for generated scenarios.

Once the scenario conditions are generated, a point buy system gives the respective sides to tailor their forces to to match the situation and their particular preferences. Designing your own defensive fortification system gives a whole different level to scenarios, and once the defender has created the defenses, the attack has to work out a balanced force to support a victorious strategy.

The point values are in draft, but seem to produce an adequate sized force, and the differences in costs between the Attacker and Defender emphasis the role of each.

I've added it to the Great War fan site, which has a slightly better set of forum editing tools than BGG Bogs.
https://www.commandsandcolors.net/thegreatwar/forum-main/var...

Be interested to see what people can come up with. At one extreme could be a horde of infantry, and at the other, just tanks and artillery. Neither of those will work especially well I suspect, depending in the cards.
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Sun Oct 18, 2020 6:39 am
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