Iron Cross: an outing for my adapted rules

We tried out my rather extensive house rules for Iron Cross, the WW2 system, last night at the club. It was an attack defence games, using the game’s hidden deployment rules. It was also an outing for quite a few of my 1943 20mm figures and vehicles, since the person with  Normandy ones I had planned to use was ill. Verdict: my gaming friends like the system, but my adaptations need more work.

In my scenario the British were defending a two building farm with an infantry platoon, supported by a mortar, a Vickers machine gun and a six pounder. A separate command was in the rear to offer support, consisting of an M10 and Sherman at first, plus a further three Shermans on Turn 3. The Germans were attacking with two weak infantry platoons (3 sections each) with a pair of mortars, and two tank platoons, one of Panzer IIIs and one of Panzer IVs. I had originally planned to use two Panthers in place of the Panzer IIIs, and for one of the German platoons to be mounted in halftracks, and for the British to have 2 M10s and one Firefly along with two Shermans. But without Bernie’s stuff I had to make substitutes. I did have Tigers available for the Germans, but I thought that would unbalance things a bit, even with just one, without any very strong antitank guns on the other side.

We didn’t get very far, declaring a draw most of the way through the third turn out of what was supposed to be seven. The German armour had fared badly: they lost two Pz IVs and one Pz III as the British opened up on them from concealed positions. Their infantry were slow to get stuck in, but once they did they were making steady progress. All the British armour was still in play, but could it rescue the beleaguered infantry in time?

The first point was that we were slow. according to the rule booklet we should have had time for that size of scenario, as we had four players. I think there was quite a bit of learning curve, but moving each init one by one does make a much slower game the Fistful of TOWs, which we use for micro armour. But it creates a more engaging game. I had each player operating a separate command with two extra tokens, which may be a bit generous – though it did help recreate patchy cooperation between infantry and armour, which is what I hoped. But I’m hoping that we speed up quite a bit.

On the rules, I think the concealed deployment  worked well. I’m sure my simplified firing rules speeded things up, though each firing usually involved two dice throws, and sometimes three. That is part of the core system, so I hesitate to fix it. My indirect fire rules, which we used for mortars, were not particularly intuitive, though the fire was a little less accurate than I thought. The game’s original system isn’t particularly intuitive either, so that’s no great loss. The spotting phase was an extra faff, and could be dropped – but I think this was an important part of how things actually worked. However, we could just go straight to the placement of the marker without the placement throw, once the spotter is activated, and leaving the vagaries to the actual firing. That would cut a dice throw. We also need to be a bit sharper in deciding where a unit is for the purposes of near misses – is the the centre of a section, or the nearest figure? If the latter, then it could lead to a bit of gamesmanship.  Mortar fire wasn’t that effective though – perhaps because there isn’t the automatic morale marker for each hit.

The bit of the rules that my fellow players weren’t happy with was close combat, which arose when the infantry attacked buildings.  The separate morale test, which doesn’t play until the assault phase looked unrealistic. Also my attempt as treating buildings as terrain units, rather than just areas of rough terrain (as the main rules do), was clunky, especially with the rather large building models we were using.  The morale test stage needs to come at activation, not later. The buildings rules need to be rethought. I’m tempted to go back to the original, albeit with clearer guidance, rather than create a whole new structure -as this wasn’t an aspect of the rules that received much criticism.

One other aspect surprised me – that cover seemed to be relatively little use, especially against infantry weapons. This aspect is largely in the original rules, though. Cover doesn’t affect the to-hit throw, and the first morale marker is automatic regardless of cover. Of course troops in cover are as liable to being suppressed as those outside, so there’s some logic to this. But both the 6 pounder and the Vickers gun proved quite vulnerable with a morale rating of just 3. Since this looks like core rules I don’t want to think about fiddling with it until we have started to learn the system better.  And that’s important: it takes a bit of experience to use the rules well. I started to learn that pulling back vehicles into cover after they have fired is useful. This is especially true of vehicles like the M10, which usually don’t last very long on the table because of their thin armour. But classing it as “light” so that it can react better starts to make sense – and you have to deploy it where there’s cover to dodge back into! In fact I forgot to make use of this “light” rating -but then I was also too generous with moving and firing – it should have been 2 off the to-hit throw rather than 1.

Finally there is the issue of scenario design. The attack-defence game format was much more fun than the encounter battles we have tried before. I also thing that keeping armour and infantry in separate commands works well in recreating the difficulties of cooperation between the arms – though this was more of an issue for the Allies than the Germans. In the scenario design this included separate break points. One more lost tank and the German armour would have pulled out! Another aspect of the scenario to think about is terrain.  This worked well enough last night, but I did spend quite a bit of time thinking about it first. One nice feature of the attack-defence format is that the defender has a greater depth of terrain to play with, so the action is spread across more of the table, rather than being a punch-up in the middle. One idea I have for the future is to design scenarios specifically for use with reconnaissance forces. Smaller numbers of lightly armed, but mobile forces on the attack, with spread out defenders, also relatively lightly armed and a fire brigade of some sort. I need to work on the vehicles though!

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