All I have worked on so far is infantry (small arms) fire, light anti-tank weapons, direct fire for mortars, and halftracks. With that started, I decided to throw the miniatures on the table and give the rules a try, to see where the problems are.
I decided to choose a small area – 9 squares wide by 7 squares deep (36" x 28") – with a simple objective: attack an enemy platoon dug in defense. Mind you, this game is not intended to be fair (it is one platoon attacking another platoon dug in, with no points advantage), nor is this an example of how to properly attack or defend in this situation. The goal was to get as much engaged as possible, looking at the interactions, and seeing if they "felt" right. With the excuses for my poor play out of the way, I present "Defense of Hill 327". (You can click on any image to see a larger, 800x600 pixel version.)
Some changes from Flames of War that I allowed (or at least, some changes from the way I remember how they played):
- Infantry units on hills can fire over infantry units as long as the target unit is farther from the intervening unit than the firer is from the intervening unit.
- Anti-tank guns can fire over intervening infantry units that are dug-in or gone to ground.
- Infantry count vehicles as concealment if either are moving, but as cover and concealment if both are stationary or if the vehicle is destroyed and in the same square.
- MGs on halftracks (actually any open-topped vehicle's hull MG or co-axial MG, or any vehicle's AA MG) are subject to the effects of pinning, lowering their dice from 3 to 2 if pinned (while a .50 caliber MG would be lowered from 4 dice to 2).
- A vehicle being destroyed in the same square as an infantry unit adds a (single) pin marker to it. The same applies to gun teams. (By default, unless a weapon indicates a separate ROF value when pinned, a weapon has an ROF of 1 when pinned. If it has a base ROF of 1, it cannot fire when pinned.)
- A weapon with an ROF of 1 cannot fire on the move or when pinned. An exception would be if the weapon had stabilizers.
- All infantry units in a square are hit by enemy units firing on that square. These hits are rolled separately, however. For example, if an LMG fires on a square with two infantry units in it, it would roll five dice separately against each unit. If the square is mixed – infantry and armored vehicles – the firer must state whether they are firing anti-personnel or anti-tank rounds. In that case the opposite unit type is not affected (i.e. anti-tank rounds do not affect infantry, etc.).
One thing I like about these rules are that it is easier to see historical tactics in use. You can provide covering fire from some elements in an attempt to lay pin markers on enemy that might be able to sight your moving elements. It will not stop the enemy's fire, but it will generally restrict it.
I also liked ignoring the marginal cases, such as whether an MG or rifle could affect a halftrack. In Flames of War the infantry has an anti-tank value of '2', while a halftrack's armor rating is a '1'. So on a hit, if the halftrack rolled a '1' and the infantry rolled a '6' (1 chance in 36), the halftrack would have to bail out. In my rules I simply rate a rifle and an MG as unable to affect the halftrack at all. By the same token, a 37mm anti-tank gun has an anti-tank value of '7', meaning if it hits the halftrack must roll a '6' followed by the anti-tank gun rolling a '3' or less for the hit to not penetrate the halftrack; all other hits result in it being destroyed 50% or bailed out 50% of the time. I simplify this by giving the halftrack a simple save of 16%, per hit taken. (In addition, it takes a pin marker for each hit, if not destroyed.)
I have a lot of work remaining, however. Artillery bombardments are next and armored combat will be the big hurdle. I will keep reporting here as I make changes and progress.