Close Assaulting a Tank

Ever since last weekend, I’ve been thinking a lot about infantry close assaulting a vehicle.  I don’t suppose there are any statistically relevant sources on the probability of succeeding.  There would be so many variables that it would be difficult to draw any meaningful conclusions that could be applied to the game table.  According to wikipidea (http://en.wikipedia.org/wiki/Tank_Destruction_Badge) killing a tank with a hand-held weapon wasn’t very common.  The site claims 18,500 silver recipients of the badge (one kill) and 400 gold recipients (five kills), many of whom were awarded the badge a single time.  When one considers the numbers of tanks and infantryman on the Eastern Front, this would indicate that knocking out a tank with hand-held weapons is a pretty rare event.

Still, on the gaming table, we want there to be some chance.  It’s dramatic and fun.  Plus as a career infantryman, I really like the idea of blowing up enemy tanks.

I have three pages of notes in my gaming idea notebook on special procedures for the WWII card-based game, G.A.M.E.R.  It occurred to me last night that special procedures aren’t needed.  Instead, I can use the explosion markers on the cards for another purpose.  There are three sizes of explosions on the cards, small, medium, and large.  These correspond to general sizes of HE:  grenades, mortars, and artillery, respectively.  I also use the large explosion marker to determine if a tank brews up from a penetrating hit.  When a tank is penetrated, you flip the next card.  If the card has a large explosion, the tank explodes.

So here’s what I’m thinking.  A soldier runs up to a tank.  If he only used half of his movement to get there, he can initiate an attack on the tank.  I see three classes of attack:

  1. The attacking soldier has no anti-tank weapons and is hoping to shoot someone through a hatch or vision port.
  2. The attacking soldier has grenades, Molotov cocktails, and other improvised anti-tank weapons.
  3. The attacking soldier has a purpose-built, hand-held, anti-tank weapon.

For these attacks you wouldn’t use the cards to determine where you hit the tank.  The attacking soldier gets to decide between hull, turret, or wheels.  For a class 3 attack, the attacking soldier flips a card and looks for a large explosion.  A success results in a penetrating hit. Otherwise, no damage.  (Or maybe a non-penetrating hit.  I haven’t decided.)  For a class 2 attack, a success results in a non-penetrating hit.  For a class 1 attack, the vehicle must be unbuttoned.  The attacking soldier just fires his pistol, rifle, or SMG at soldiers in the open hatch.  If the soldier can climb up (half a move) and the hatch is open, he could, of course, try to drop a grenade in the hatch.

It needs some testing on the table, but those are my musings for today.

Some New Thinking on the WWII Skirmish Rules

We had a chance to play G.A.M.E.R. this weekend.  All the way home from Charlotte I was thinking about the tweaks I want to make.  Today I spent a little time on the computer making those changes.  I wanted to improve the way hand-to-hand combat worked.  I wanted to make a few small changes to the action deck.  I also wanted to put the effects of non-penetrating vehicle hits on the cards.  Finally I wanted to make a better unit roster.

Changes to action deck cards:

You can see three of the four changes to the action deck cards above.  The first is that I labelled the large, medium, and small bursts  to make it easier for players to distinguish them quickly, especially in their first game.  Second, added one more modifier, or column shift, for firing.  That shift is a shift to the right if the leader is not present.  This might be applied if the leader is stunned, is firing his weapon, is dead, or for whatever reason is not directing the fire of his squad.  The third change was to change the labels on the “table” of bubbles on the top of the card.  They had been labelled E, V, and T for expert, veteran, and trained, respectively.  Since units’ and soldiers’ Guts attributes were labelled Elite, Regular, and Green, this created confusion.  Now Guts, Accuracy, and Melee use the same semantic labels:  Elite, Green, and Regular.

Vehicle combat:

I have codified the process for shooting at vehicles:

  1. Flip a card to see if you hit the target vehicle, just like normal small arms fire.
  2. If you hit, flip the NEXT card to determine the location on the vehicle.
  3. Consult the vehicle record sheet to determine the protection value for that part of the target vehicle.
  4. Roll a d10 (or flip a card and look at the d10 toward the top left) and add the attacking weapon’s penetration value.
  5. If this sum is greater than the vehicle’s protection, the hit penetrates.
  6. Flip the NEXT card.  If you see a large explosion, the vehicle is destroyed, the crew is killed, and the other players rejoice.  If you do not see a large explosion, bad things happen (to be defined).  In addition, roll TWO crew casualty dice.  For each hit indicated on the crew casualty die, flip another card, ignoring cover, to determine which crewman was hit and how badly he was hit.
  7. If the hit does not penetrate, apply the results from the hit location card draw to the vehicle as non-penetrating hit damage.  In addition, roll ONE crew casualty die.  or each hit indicated on the crew casualty die, flip another card, ignoring cover, to determine which crewman was hit and how badly he was hit.  This may result in too many crew casualties for non-penetrating hits, so I need to test it out.  The math seems about right, but still want to see how it works on the table.

A crew casualty die looks like this:  0, 1, 1, 1, 2, 2.

Hand to Hand Combat:

Note on the card above that there are the five little bubbles under the cartoony-looking tank.  This is used to determine which target person was hit.  I plan to also use this for hand to hand combat.  Here’s how I think it will work.  Each player flips a card.  The position of the bubble indicates your initial hand to hand value.  In the card above, that would be 5.  Modify this result as follows:

  • -1 if you are suppressed or stunned
  • -1 if you are wounded
  • +1 (for each additional figure, to a max of 3:1) for each extra figure you have fighting a single enemy figure
  • +1 if you are defending some sort of cover
  • + the hand to hand rating of the figure’s weapon.  A pistol or SMG have a positive modifier to hand to hand combat.  A crew served weapon has a negative modifier.

The winner draws a card to determine what type of wound he inflicted.  In addition, the loser is pushed back an inch and the victor has the option of advancing.  In this way, the victor can push his way over a wall, through a door, etc.  If the result is a tie, all figures are pushed back an inch.

I’ve also been considering some sort of roll to close, but instead, I think I’ll let the defenders make a reaction check.  If they pass, they may fire at the oncoming enemy, but they will be stunned in the upcoming melee.

Improvements (hopefully) to the Unit Record:

GAMER is meant to be played at three levels of complexity.  The first two are represented on two unit records shown below.

In the most complex case, each figure has its own attributes, so the card is quite a bit larger.

I actually have a version of this card with the top half upside down so you can print it, cut it out, and fold it in half.  All three cards are 3″x5″ when cut out.  A player would normally command a squad, perhaps more, so he would need two of these little cards.

Chart Card?

Along those same lines, I’ve been see how much information needs to be placed on a chart card.  So far, it’s not much, and it fits on a 3×5 card too.

Extra Dice:

JJ suggested something this weekend, that worked pretty well.  He felt like the attacker didn’t have any advantage.  He suggested that the attacker rolls two activation dice for each of his units.  When a card is drawn that matches either of the numbers, the player gets to decide to use that die and discard the other or discard that die and keep the other.  The decision must be made right then.  This helps ensure that the attacker doesn’t bog down just because of bad luck with the activation deck.  It seemed to work pretty well, and I’m anxious to try it again.  This might be something that applies for the entire game, the first x turns, or until some trigger event occurs during the game.  Still thinking on this one.

Reaction and Opportunity Fire:

I really dislike opportunity fire in games.  It is nearly always abused.  My plan with GAMER was that the player could attempt to interrupt the movement of another unit.  First, the moving unit must move at least half of its allowable move that turn.  Then the reacting player announces that he wishes to conduct reaction fire.  For each figure attempting to react, the player rolls 1d6.  If the result is less than the figure’s reaction number, the figure may fire, but them marks himself as stunned.  This is so that when the figure next activates, he would remove the stun instead of acting, since he essentially took is action early.  Of course figures that are already stunned cannot do this.  The players seemed to think that there needed to be some sort of “wait” or “overwatch” action that a unit could take that would let it fire automatically and essentially pay for the reaction fire in advance rather than in arrears.  This is exactly the kind of thing that gets gamey and annoying that I was trying to avoid, but I’ll ponder it before making a final decision.  I thought what we did worked just fine.

So those are my thoughts for now.  Come by my table at Cold Wars on Sunday morning to see how it plays.

2013 HAWKs New Years Eve Gaming Party

Early stages of "Montmirail"
Early stages of "Montmirail"

For five years now we’ve been hosting a New Years Eve gaming event.  As we’ve moved several times, this is the third venue.  This year’s event featured two full, four-hour convention games.  People began arriving about 1430, we had a break for dinner, we toasted the new year, and finished the second game by about 0100.

The battle commences
The battle commences
"Montmirail" continues
"Montmirail" continues

We started about 1530 with distortion of the Battle of Montmirail.  Montmirail is a Napoleonic battle from the upcoming 1814 campaign book, written primarily by Dave Wood.  In this case, as I am about to wade into the writing of the book for Bear Yourselves Valiantly:  Look, Sarge, No Charts:  Fantasy, Ancient, and Mediaeval, I substituted fantasy figures for the Napoleonic figures.  It wasn’t a faithful substitution.  I have each player roughly 1000 points of figures, which was more figures than would be on the table for the historical scenario.  In addition, the 1000-point armies tend to be a mix of troop types rather than being the infantry or cavalry divisions of the historical fight.  It is supposed to be a 10 turn game.  We only completed 7 turns, but I think that in a convention, with a smaller number of troops, we could fit all 10 turns into a four-hour convention slot.  We have one of the HAWKs who seems to like the rules but who doesn’t like fantasy, so I asked Tank Nickle (one of the BYV co-authors) to bring his Romans and Carthaginians, who acted as opposing commands of humans on that wing of the table.

"Montmirail" was a bloody affair
"Montmirail" was a bloody affair

Victory conditions involved ownership of four towns.  The “French” (consisting of dwarves, elves, and Carthaginians) held one of the four towns but needed to capture one of the other three to win the game.  The “Allies” (humans and goblins) held the other three.  This required the French to be on the offensive.  In the end, the dwarves, elves, and Carthaginians had not captured a second town.  With another few turns two of the three might have been contested, but about 1930 we called the game an Allied victory, tore it down, and set up the next fight.

Orc's Drift
Orc's Drift

Eric Schlegel then set up and ran a fantasy game using his modifications to GASLIGHT, which he calls Mage Light.  The scenario was the British colonial battle of Rorke’s Drift, but the forces were fantasy figures instead.  (This New Years Eve was certainly the night for fantasy transmogrifications of historical battles!)  We, the “bad guys,” with a host of goblins, koblods, gnolls, ghouls, skeletons, orcs, and other assorted units were defending our homeland against the evil rampage of the “good guys.”

Orc's drift as the battle unfolds
Orc's Drift as the battle unfolds

This too was a bloody affair.  A high point for me were when the hill giants defending the wall against the imperialist Ent, turned it into kindling.  The good guys had a cleric who kept resurrecting dead “good guys” and a wizard who kept putting up walls of fire, thorns, and other stuff to slow down our movement of troops within the walls of Orc’s Drift.

Ent and hill giants battle
An ent and some hill giants battle

The battle was going hot and heavy at midnight, so we stopped for 45 seconds to acknowledge the drop of the big ball and toast the new year before continuing the game.  By about 0100 Eric called the game a “bad guy” victory; although, both sides were reduced to fewer than a dozen or so figures.

Bill Sleeping
... It was a long day and night of gaming.

Fighting two, full-length battles worked well.  In past years we’ve run two somewhat shorter events and then had to start a third game around 2230 or 2300.  The HAWKs are no spring chickens, so STARTING a game that late has been somewhat difficult.  We’ve done things like Munchkin or Red Dragon Inn, but even then, it’s hard to start that third game.  I liked what we did this year better; although, it’s good to have those other games in reserve in case a game plays poorly, and we end it early.

We were missing a couple of “usual suspects.”  The Dean’s were unavailable; the Palmers were indisposed; and the Woods were unable to attend.  On top of that, the Priebe’s were busy getting married.  Still we had 12 players for the first game.  Even missing these folks, we had an excellent time.  It was a nice way to ring in the new year.

Some Views of Fall In 2013

Having started a new job, I don’t have a lot of vacation saved up yet, so I worked most of Friday and didn’t get to Fall In until dinnertime, so I missed a whole day of gaming.  When I got there, Kurt was running his battle of Chickamauga game, using A Union So Tested.  After saying hello to everyone, I went to the hotel room to do some work for my consulting job.  I tried to hit the sack early to get ready of a day of gaming on Saturday.

Steve's Marengo game using Shako II
Steve's Marengo game using Shako II

Steve also ran the battle of Marengo, using Shako II.  Everyone seemed to be having a good time in this game, and the table looked quite good.

A portion of Noah's and Greg's Dr. Who game
A portion of Noah's and Greg's Dr. Who game

While I was doing some shopping for toys in the vendor area, Noah and Greg ran another of their Dr. Who extravaganzas for 20 or so players on two tables.  The game went long, because everyone was having fun and didn’t want to quit.

Eric setting up his Saipan game
Eric setting up his Saipan game, "Look, Sarge, the Japs have tanks!" using Look, Sarge, No Charts: WWII

Eric ran his Saipan counterattack game.  We played this last week at HAWKs night, and I was the Japanese tanks.  It’s a fun scenario.

Sam Fuson in Eric's WWII game
Sam Fuson in Eric's WWII game

Saturday afternoon I ran what was supposed to be a six-player Napoleonic game: the Battle of La Rothiere, 1814.  Nine people showed up for the game, and by subdividing a couple of commands, I was able to accommodate all of them!  This is from the scenario book that Dave Wood and I have been writing.  The French are trying to hold three towns until nightfall, when they will execute an orderly withdraw in the face of superior allied forces.  The allies (Russians and Austrians) are trying to take all three towns to disrupt the French withdrawal.

Looking down the French line past La Rothiere
Looking down the French line past La Rothiere
A close up of my battle of Rothiere using Fate of Battle rules
A close up of my battle of Rothiere using Fate of Battle rules

The battle was a narrow allied victory.  Neither side had uncontested possession of all three towns, so the allies won more victory points based on destroyed French battalions.

Another view of La Rothiere
Another view of La Rothiere

We had several folks in the game who had never played the rules before, yet they picked them up quickly and seemed to have a good time.

Duncan's Chrysler's Farm War of 1812 game using Wellington Rules
Duncan's Chrysler's Farm War of 1812 game using Wellington Rules

Duncan ran a very nice War of 1812 game.  One of the folks who showed up at the table was the author of an book on this battle.

Saturday night I sat in the hotel bar with Mark Ryan and a couple of other folks in the business.  Howard Whitehouse gave us demonstration of his Battle Troll rules, for Norse saga type games, which I enjoyed a great deal.  Plus we spanked Mark and Howard!  By the time I got to bed, it was after 0100, and I was beat.  Sunday morning, I wasn’t in the mood for deep thought, so I wandered around the vendor room and the flea market in a daze.

Duncan's "Charted Seas" WWII naval game
Duncan's "Charted Seas" WWII naval game

I did play in Duncan’s Charted Seas WWII naval game against Dave Sunday morning.  Charted Seas is Duncan’s mashup of Uncharted Seas, Axis and Allies miniatures, and X Wing Fighter.  It really works well.  The X Wing (and other airplane game) activation mechanism addresses the biggest drawback of Uncharted Seas.  This was quite fun.  I sunk half of Dave’s convoy, which made the game a draw.

The initial setup for Eric's Wizards Tower game using Blood and Swash
The initial setup for Eric's Wizard's Tower game using Blood and Swash

While I was playing Charted Seas, Eric has run his traditional Sunday morning Blood and Swash fantasy game.  Eric takes all comers and runs a battle that spans the table you see above and also an underground labyrinth with bits from Dwarven Forge.  Eric’s layout gets better looking each year.

Mushrooms that Sammy painted for Eric's game
Mushrooms that Sammy painted for Eric's game

It was a thin convention for HAWKs.  Fall In is usually lighter for us, but this year it seemed like life really got in the way of the hobby.  A lot of folks who would stay all weekend just came up for Saturday and the HAWKs room was half empty.

I found many of the things I wanted at the convention vendor hall and had time to try a set of rules that I’ve been wanting to try.  For me it was a good, although fast, convention.  I’m looking forward to Cold Wars.

 

HAWKS Gaming Night and Additional Thoughts on WWII Skirmish Rules

I don’t have any pictures, but last night we played two different WWII scenarios for the upcoming Fall In gaming convention.  One involved Japanese and Marines slugging it out on Saipan, and the other involved Germans and Russians on the Eastern Front.  I played in the Saipan game and had a very good time with the very light Japanese tanks trying to get to the beaches to destroy the Marines’ equipment and supplies.  My daughter said that the Russian Front game went really well on the other table.  Both game used Look, Sarge, No Charts:  World War II.

After the game, I had a chance to sit and chat with Don and Dave about my WWII skirmish rules I’ve been developing.  (See several earlier posts.)  Don, who plays a lot of Battleground had some good ideas for the vehicle rules.  Then we talked about morale.  As I’ve mentioned earlier, while I’m pretty happy with the direct fire and need more testing on the HE weapons, I’ve not been satisfied with morale.

I had gone away from one morale check per morale pip as in the Look, Sarge series and went to a single morale check that used the number of accrued morale pips as a modifier.  It worked okay, but the result didn’t seem dramatic or fun.  Last night I hit on a different idea in which you draw one card per morale pip and apply the results.  The table below provides my current thinking on the text of the cards and the number of each.

Card Type Flavor Text Game Effect Num Cards
1 “This place ain’t healthy, Sarge” Figure with lowest Guts runs 10″ toward cover or away from enemy, becomes stunned 3
2 “I’m getting’ outta here!” Figure with lowest Guts runs off the table, removed from the game 1
3 “Take cover!” Number of figures equal to remaining number of morale pips run 10″ toward cover or away from enemy, become stunned 1
4 “… Fight again another day.” Number of figures equal to remaining number of morale pips run off the table, removed from the game 1
5 “@$#%! That was close!” Figure with lowest Guts is stunned 3
6 “@$#%! That was close!” Random figure is stunned 2
7 “This place ain’t healthy, Sarge” Random figure runs 10″ toward cover or away from enemy, becomes stunned 2
8 “I’m getting’ outta here!” Random figure runs off the table, removed from the game 2
9 “Lemme at ’em!” Figure with highest Guts runs toward enemy 1
10 “Take this, you dirty rats!” Figure with highest Guts fires at nearest enemy 2
11 “Snap out of it!” Figure with highest Guts unstuns nearest figure 2
12 “Follow me, men!” Squad leader rallies troops; all stun markers removed 2
13 “Worse than we thought…” Random wounded soldier dies of wounds 2
14 Go to ground; all figures in unit are stunned 3
15 Bad luck! Squad leader is hit by a stray round while trying to rally troops; flip a card for hit location 1
16 “Let’s go!” Unit charges toward enemy 1
17 “Let’s go!” Unit charges toward enemy, but figure with lowest Guts lags behind, stunned 1
18 “Take cover, men.” Unit is pinned 4
19 “Those guys are bums!” No effect; elite unit passes remaining morale checks 10
20 “Those guys are bums!” No effect; regular unit passes remaining morale checks 5
21 “Those guys are bums!” No effect; green unit passes remaining morale checks 1
22 2

How does the Guts level (i.e., morale grade) of the unit benefit you?  Note that on the no effect cards, some are tagged with something like, “elite unit passes remaining morale checks.”  When this card is drawn for an elite unit making a morale check, all the remaining morale pips would be removed, and play continues.  There are 10 of these for Elite units, five for Regular units, and just one for Green units.  I’m worried that this will now bog down the game by taking too long to resolve, but I’ll have to see how it works in practice.

I’ve also been working on a little tool that will help generate semi-random squads for the game.  Below is an excerpt from the Excel workbook I’ve been using.

The notion is that you can set the overall, or average, Guts, Accuracy, Melee, Endurance, and Reaction ratings for the half squad.  Then the tool, using some random numbers and some formulas I built, varies the attributes of the individual figures so that they have some personalization.  The “Need Adjustment” box tracks how the player needs to continue to adjust the numbers so that the half squad still has an average rating equal to what was specified at the beginning.  For instance in the Guts box, note that Figure 3’s Guts is one better than the rest of his unit.  To ensure that the unit retains the correct average Guts rating, the player must subtract one from one of the other soldiers.  As a rule of thumb, you cannot adjust a figure who is different than the base unless you have no option (i.e., all the soldiers were modified).

I’m looking forward to another play test in two weeks.

In the meantime, Noah built a simple app for his Android phone that draws the cards for you.  One of the challenges we had in the last play test was the single deck of cards.  I’ve been hesitant to make multiple decks, since I keep changing them.  I’m working on a similar app for the iPhone.  At some point, the players can have the latest version of the cards to use on the table without having to pass a single deck around.

Play Test of WWII Skirmish Rules

Last night at the HAWKs meeting there were two games.  One was a Union So Tested American Civil War fight.  From what I could tell it was quite a good scenario.  The second game was another (only the second) play test of the WWII skirmish rules I’ve been developing.  Noah, Duncan, Chris, and Don were my guinea pigs.

The scenario was a simple meeting engagement in which both sides were fighting for control of the road intersection in the center of the table.  It perhaps wasn’t an interesting, but I wanted to get the players engaging each other quickly.

The game confirmed that the firing mechanics worked well.  (See previous posts about the card-based combat resolution mechanisms I’ve been developing.)  I may double the weapons ranges.  Right now an M-1 rifle shoots about 36 inches.  In Beer and Pretzels Skirmish I used shooting ranges that were closer to figure scale, but players didn’t seem to like the idea they could shoot across the whole board. Food for thought.

I knew something wasn’t working for activation.  I’ve been using a mechanic similar to the Look, Sarge series, except with many more cards, because I wanted elite and regular units to, in general, activate more frequently than green units.  The down sides were that turns are significantly longer, players don’t get the sense of passage of time, it’s almost impossible to recover from being pinned, and other drawbacks.  For the next test, I’m going to go closer to Look, Sarge, with cards numbered 1 to 6 in red and also in black.  I’ll add an “elite” card.  When that card is drawn, elite units with the same number as the last number called will activate.  So SOME elite units will get two activations in a row.  This is both simpler and addresses some of the issues noted.

Movement worked fine.

I had recently revamped the morale rules, but it didn’t seem that players every failed morale.  In fact most players didn’t even fear the morale checks.  I think what I forgot to take into account is number of figures lost more heavily.  When a figure is wounded or killed, the unit picks up a morale pip.  To pass you subtract the number of morale pips from your “Guts number.”  This difference has to be greater than the target number on the card.  I think I want to make the following change.  In stead of accruing one morale pip for each wound or incapacitate result, you will accrue one per wound and three for each incapacitate.  This should result in more morale failures, which will enable me to test the morale failure mechanics better.

Finally, I’m not sure that I’m happy with the unit record sheets.  On them you track wounds on your figures, but it’s hard to remember to look at the card when shooting, because wounded figures have a negative columns shift.  I won’t make any changes to that just yet, but it’s on my list to revisit later.

Don tried to test rifle grenades, but he “rolled” poorly each time and scattered in a bad direction, so we never got to see how the new mechanics worked.

In general, I’m happy with the way the rules are shaping up.

My Formal Retirement Ceremony from the US Army

MG Greene awarding me my retirement certificate
MG Greene presenting my retirement certificate

On 26 September 2013 I participated in my formal retirement ceremony conducted by the Old Guard at Conmy Hall at Ft. Myer, VA.  More pictures can be found at http://www.flickr.com/photos/theoldguard/sets/72157635920974634/.

Marcel "Frenchy" Lettre, Tommy, and Candy before the ceremony began
Marcel "Frenchy" Lettre, Tommy, and Candy before the ceremony began

Many family, friends, and co-workers attended, including Marcel “Frenchy” Lettre, who was my battalion commander when I was a company commander (above); my parents, mother-in-law, sister, and brother-in-law; a couple of folks I wargame with; and many of the people with whom I have been working.

The Old Guard color party
The Old Guard color party

I was disappointed when I learned that the ceremony would be indoors, but with the lowered lights and spotlights, the ceremony was terrific.

The Old Guard fife and drum corps
The Old Guard fife and drum corps
The US Army Band, "Pershing's Own"
The US Army Band, "Pershing's Own"
MG Greene providing comments on retirement from active duty
MG Greene providing comments on retirement from active duty

The presiding officer for these ceremonies is selected from the (many!) general officers stationed in the national capital region.  I was pleasantly surprised to know the presiding officer for my ceremony.  I had first worked with COL Greene when I was a PM at DARPA and he was PM Battle Command at Ft. Monmouth.  Then, when I was Chief of Staff for Research, Development, and Engineering Command, BG Greene was our deputy commander.  In fact, I attended his promotion ceremony to BG.  Now he is a major general working for the chief of Army acquisition.  He had nice comments to make to all us retiring soldiers and our families.

Thirty nine soldiers lined up to receive retirement certificates and flags
Thirty nine soldiers lined up to receive retirement certificates and flags

Thirty nine of us held our retirement ceremony Thursday morning.  Each of us received a retirement certificate and a folded US flag individually.  People asked why I opted for the ceremony at Ft. Myer rather than doing something at Ft. Meade.  First, at Ft. Meade it can be difficult to get visitors through the gates.  I think those who attended the ceremony would agree that it would be difficult to top the send off provided by the Old Guard.

The calm before the storm
The calm before the storm

The ceremony was in the middle of the day, so we scheduled a party for the evening when we thought more people would be able to attend.   When the smoke cleared, we think we had about 80 people attend.  Mark Ryan (right in the picture above) gets the award for having travelled the farthest to attend.  He tarred his driveway in the morning on Long Island, drove almost six hours to the party, stayed until about 2100, and then drove four hours home.

Candy giving instructions to Hannah, who generally managed the food during the party so we could concentrate on our guests
Candy giving instructions to Hannah, who generally managed the food during the party so we could concentrate on our guests

When I was a PM, we used to host about three events this size each year.  We quickly found that we spent so much time managing the food platters and drinks that we never got to spend time with our guests.  We typically hire a girl we know who we think can keep up with everything to manage this part of the party for us.  For this party, Hannah did a very good job helping us manage the party, keeping trays full, reheating food, taking out trash, etc.

While the guests initially broke into their “comfort” groups, we did try to encourage intermingling.

It was a nice day, despite my mixed feelings about taking off the uniform.  I will have to adjust to being “just another guy.”  Yesterday, I was in the mall and I was joking to my daughter that I didn’t want to go into a store with her that had “Navy” in the name.  She said “you’re not in the Army any more.”  That’s not exactly true.  A retiree from the Army is subject to recall to active duty until age 60.  More importantly, the Army isn’t just a job, or even a profession.  It’s even more than the camaraderie based on shared suffering, experiences, and accomplishments — even if any two people have never actually served together.  It’s a way of life, and there are many aspects of being a soldier and being a colonel that I will miss as I change my signature block from “Colonel, US Army” to “Colonel, US Army, Retired.”  I’ve been wearing the uniform of this nation for 32 years, beginning as a cadet at West Point.  While you can take the soldier out of the Army, I don’t think you can ever take the Army out of the soldier.

Getting ready for work my last day in the Army Combat Uniform
Getting ready for work my last day in the Army Combat Uniform

On a side note, I had lost my dog tags in an airport screening machine at BWI airport and didn’t notice it until the next day.  I’ve had that same set of dog tags for more than 20 years, and I wear them every day, including my time in Iraq, Korea, and Italy, through jump school and Ranger school, during hundreds of days in the field, so I was sad to lose them two days before my retirement.  Yesterday, I got a hold of TSA lost and found at BWI and learned that they found my dog tags, so I will be able to pick them up today.  After almost 30 years I have an emotional attachment to them, and I was sad that I might have lost them.  I guess that’s what comes of clean living.  

This Morning I was Important; This Afternoon I’m Just Some Guy

Today I completed my final out-processing from the Army and began what is ominously called “terminal leave.”  I will be on “terminal leave” the remainder of the week and then return to work on Monday as the deputy of the technology development program in which I was one of several project managers.  It’s interesting and important work.  Most importantly it will allow me to keep my kinds in one school throughout high school.  Today I wore my Army Combat Uniform (ACU’s) for the last time, which made me sad.  Thursday I wear the Army Service Uniform (ASU) (the dress blue uniform) for the last time during my formal retirement ceremony.

WWII Skirmish Idea, part 6 (I think)

I’ve continued to think about the WWII skirmish ideas while running.  Today I had both a six-mile run and a two-hour plane trip to think about this.  I have been wanting to simplify the cards a bit while also wanting to address indirect fire in a more streamlined fashion.

In the top third of the card, I thought all the modifiers and things looked too cramped and busy.  It occurred to me that the players could start in the right “column” and then apply fewer column shifts.  So in the example above, all the cards have the “EVT” labels under the first three “columns,” standing for expert, veteran, and trained, the three ratings for accuracy and melee.

I had envisioned a multi-step process using the existing mechanisms for resolving HE and other forms of indirect fire:  flip a card to see if you hit the right area [if no, then scatter], then flip a card to see if where you wanted to hit is blocked (e.g., by a window) [if so, then scatter], then figure out which figures are in the short, medium, and long radii from the point of the blast, then flip a card to determine if each figure was hit, then for each figure hit, flip a card to determine wound location.  Argh!  One can imagine the game coming to a screeching halt and folks heading out for a meal every time someone throws a grenade!

It occurred to me that I could make three octagons that are just “rings.”  These would be different sizes, representing different blast radii for indirect fire.  While a bit of an oversimplification, the smallest one would be for grenades, the second would be for small mortars (say 81mm and below), and the larger one would be for large mortars and artillery.

The process for throwing a grenade, for instance, becomes flip a card and look at the small numbers above the row of checks and x’s.  As with direct fire, the starting “column” used would based on the accuracy rating of the thrower.  The top row of numbers indicates the number of radii of scatter and the little knife indicates the direction.

Scatter distance examples
Scatter distance examples

In these examples, a veteran unit with no other modifiers would scatter two radii, zero radii, and one radius, respectively.  One can imagine that the scatter distance might be doubled for off-board artillery.  Or, you might imagine that HE fired in direct fire would use the radii as indicated on the cards, on-board indirect fire would double the scatter distance, and off-board artillery might triple the distance.  The beauty of this approach is that a weapon with a small burst radius thrown from a short distance, like a grenade, would scatter a smaller amount than a light mortar fired from some distance.  This was a problem I’ve tackled in different ways in other rules, such as BAPS.

Now, here is another nuance.  See the three blast symbols on the top figure?  They represent small, medium, and large burst radius weapons.  When all three are shown as indicated above, if the soldier is within the octagonal ring of either a small, medium, or large weapon, he has been hit, and you flip the next card for damage, just as with normal fire.  You would flip a card for for each figure in the burst radius.  Some convention might be used, like go from inside out or left to right.  The manner doesn’t really matter as long as one card is flipped for each figure.

There are 50 cards in the deck (plus two extras).  Twenty will be misses, meaning that the figure for which you are flipping takes no damage.  Ten will have all three symbols, ten will have just large and medium, and ten will have just large.  (I need to think about this math a little more, to make sure I’m including the right number of each type of effect.)  One can imagine ways to reduce this to one symbol showing the smallest radius weapon that scores a hit, so instead of having to use all three symbols, the “small” symbol would be read as “small or larger.”

What does this mean mathematically?

If there are four figures in the large burst radius, the expected number of casualties is 0.6 x 4 = 2.4.

If there are four figures in the medium burst radius, the expected number of casualties is 0.4 x 4 = 1.6.

If there are four figures in the small burst radius (a difficult task), the expected number of casualties is 0.2 x 4 = 0.8.

It might seem odd that everyone within the radius has the same probability of damage, but on average, I think it will work out fine.

See how this gets away from complicated templates, having to break out the calipers to determine who is in the short radius and who is within the medium radius, etc.

The HE procedure now is significantly streamlined from what was discussed above.  Now you flip one card to determine whether the round landed where you want it and determine the scatter direction and distance all on one card.  Then for each figure in the burst radius you flip one card for damage effect, ignoring the counting (which figure is hit) diagram.  Indirect fire, instead of being onerous, has just one more card flip (on average) than direct fire.  Pretty cool.

I’m going to bed now.