For the past few days, 3x3 Portable Wargame variants have become bit of a hot topic. I am pretty taken with the idea of a 15 minute wargame that I can set up on a corner of the kitchen table during my lunch breaks or in the evening after my son goes to bed. Very often, on weekdays/nights I have the itch to get the toys out, but I don't have time or inclination to setup a longer playing game.
While I think with a different set of rules a 3x3 grid would be good for a game with squad bases (something like a toy soldiered Advance Squad Leader Starter Kit, which I've been messing with), I think with using The Portable Wargame as the base, and this limited board, it helps to think of these as company or higher level units so that the range limitations make more sense.
In my case I see them as companies. My Eastern Front collection has been built up guided by the 1943 TO&E for both sides. And so, that's what I'm using to determine which units make up a battalion and therefore which kinds of companies to represent below.
Each grid space is then about 500m - 600m across. Close combat is then maybe just a bit longer than effective small arms range.
I'm using Bob Cordery's Colonial Fast Play 3x3 rules with some modifications/clarifications. You'll need both The Portable Wargame and his post in order to make sense of these.
Turn Sequence:
- Mortars, Panzergrenadier support companies or heavy companies, ATG may fire if not in close combat. Tanks may fire if not in close combat.
- Movement - reserves may move onto the table as well
- Panzergrenadier support companies that have not fired and are not in close combat, or heavy companies/ATG that have not fired or moved and are not in close combat, and Tanks that haven't fired and are not in close combat may fire.
- Close Combat
Set Up:
I think the existing terrain systems as posited by Mark Cordone and Bob Cordery work fine for ancient or sparse areas, but I feel like a little more terrain (two to three pieces) makes more sense. After all, if we think of the 3x3 area as a section of larger table where the battle has been joined, at least on my tables, there is more than one piece of terrain in the area. So, I'm just doing what I think looks good.
I allow up to 3 units in reserve, but require a 5 or 6 for them to enter the table. If a unit is forced back into the reserves, then they must roll again to reenter.
Unit Types:
Infantry : Move 1, Shoot 1 (Aka close combat)
Mortars: Move 1, Shoot 2, cannot initiate close combat, ie move adjacent to an enemy unless accompanying an Infantry unit, and then only as support. Fights normally in Close Combat if attacked. These are INDIRECT FIRE and can fire at targets in LOS or at a target in range that a friendly unit can trace LOS to. Cannot move and shoot in the same turn. (I am thinking maybe these should add +2 in support as well as these are the big guys, not the 50mm ones organic to the infantry company)
MG: Move 1, Shoot 1, Fights normally in Close Combat if attacked. Adds +2 to attacker's die roll when acting in support in close combat.
MG/Mortar: Move 1, Shoot 2. The German Panzergrenadier battalion has a combined support company in 1943 on paper consisting of two MG platoons and one Mortar platoon. . Adds +2 to attacker's die roll when acting in support in close combat. Cannot shoot as mortar and then move later in the same turn
ATR: Move 1, Shoot, 1. Tanks are treated normally (i.e. not as in cover) Technically this is a platoon for the Soviets, 1 per battalion in 1943. I think you could make the case that they start with 1 Strength Point and not 2.
Panzergrenadier Heavy Company: Move 1, Shoot 4. Combined IG/ATG/Pioneer: Cannot move and shoot in the same turn, cannot initiate close combat, ie move adjacent to an enemy unless accompanying an Infantry unit. These are being used in a DIRECT FIRE role and cannot fire over intervening units or obstacles.
ATG: Move 1, Shoot 2. Again, for Soviets, the ATG unit is a platoon , so 1 strength point is not beyond question. Cannot move and shoot in the same turn, cannot initiate close combat, ie move adjacent to an enemy unless accompanying an Infantry unit.
Tanks: I hesitate to include them but you never know. Move 2, Shoot 2. Only Infantry, ATG, Panzergrenadier heavy companies, and ATR units may destroy tanks. Always count tanks as in-cover when attacked by Infantry.
Close Combat Clarifications
5+ hits, 4 or less has no effect. It's written differently on Bob Cordery's post linked above.
All units can support each other (combined arms and all that)
If more than one adjacent square has an enemy, attacker chooses which target square is involved in the current combat and must turn to face that square (yes this puts the other enemy on their flank most likely)
After a flank attack, the defender may immediately turn and face the enemy.
If the attacker forces the enemy back or the enemy is destroyed and the
space is empty, the attacking unit, but NOT support, may advance to take
the emptied space.
A unit that is in support of a friendly unit during close combat does not take damage as a result of combat but must fall back with the friendly unit if the former is forced to do so. If the friendly unit is destroyed, the support unit remains in place and combat may continue into the next player turn.
Units may fall back 1 move away from close combat at no penalty. This must be back towards a friendly baseline or into reserve.
Game Length:
I think the max length should be 6 turns (double the number of turns it takes to move across the table). However, I have been having fun with 3 turns + roll 1d6. 1= game over, 2-5 = 1 more turn, 6= 2 more turns
I have found the games I've played like this rather enjoyable. There is precious little opportunity for maneuver but there are still options and decisions to make.
In my case the setup takes 18" square and then some for the reserve, but those with smaller figures can use smaller sized grids of course.
It's easy to imagine bringing a handful of units, the grid and a bit of terrain on a vacation (remember those?) to play on a hotel room table.