Miniature War Gaming: Free Miniature Wargames Rules, Wargaming Resources, Miniature Wargames Terrain, Painting Advice

Sunday, September 23, 2007

Disposable Heroes Review, Battle Report and Photos

Miniatures Games

imageThis past weekend, I played my first game of Disposable Heroes, Iron Ivan Games’ rules for World War II skirmish. You can see some photos here.
I’ve been looking for some years for a rules set that strikes the right balance between “realism” and playability; in Disposable Heroes, I think I’ve found it.

Disposable Heroes’ rules are simple and a great deal is abstracted, but actual play is quite complex. Each turn involves involved a great deal of thinking about the proper order in which to activate squads, and how best to use them.

The game is played by alternating the activation of squads. As each squad is activated, the player may move, fire and conduct Close Combat.

Movement is conducted by moving a single figure to a new location and then arranging the others in the unit within command range. There are no terrain modifiers for movement of foot troops.  In keeping with the streamlined nature of the rules, if one figure in a unit can make it into a terrain feature, they all can.

Firing is conducted on a unit to unit basis and is resolved with two die rolls: one for accuracy and one to kill. A weapon’s rate of fire determines how many dice are rolled.

Snap fire can be conducted if an enemy unit maneuvers within 12 inches. Modifiers to the rate of fire and accuracy roll reflect the

Units that receive fire must make a Morale Check. A first failure results in a pin; a second requires the unit to fall back; a third forces a rout. Pinned units cannot fire or maneuver until they rally.

Entering Close Combat requires a morale check by the attacker. An initiative check determines which side fights first. Units that are pinned automatically fight last.

Disposable Heroes “feels” right for World War II skirmish. Machine guns, for example, can be used to pin opposing units, allowing friendly ones to advance or charge. Units caught in the open are dead. Troops in cover are hard to dig out. Leaders can play a key role. Weapon ranges and killing power also seem about right.

The only thing in the rules that we were unsure of involved a certain morale modifier. When a unit takes fire, it receives a -1 modifier for each casualty. We were not sure if that meant casualty taken during that turn, or cumulative casualties. We decided that it had to mean cumulative, because otherwise you are left with the ridiculous situation having a two man squad (all eight other having been killed) that’s really no worse off in morale terms than it was when at full strength.

Our scenario involved two squads of Germans and three squads of Russians, in a meeting engagement at a small town and crossroads. The town consisted of five buildings in the center of a five foot square table. The rest of the board consisted of patches of light woods. A road ran across the middle; walls lined much of both sides of the road.

The Germans won the initiative on the first turn (as indeed they would on all future turns) and moved their first squad into cover in a stand of trees. The Russians advanced toward a roadside wall, and the second squad of Germans moved toward a house. The second unit of Russians decided to advance down an alley into the town; the final squad – a submachinegun unit – moved to try to flank the Germans from the left.

On the second turn, the Germans got into a house with a view, and opened up with the MP-40s on the Russians in the alley; the Russians, caught in the open, were slaughtered. They broke, and retreated into a house. The Russian submachinegun squad maneuvered again, but was not paying attention to the angles. The Germans in the trees were able to get a line of sight to half their squad and opened fire. Again, the Russians took heavy casualties and retreated to a house. The final Russian squad, seeing the handwriting on the wall, rushed to a nearby house.

The next few turns consisted of squads in houses firing away at squads in houses across the road. As the houses afforded bonuses for both shooting and morale, neither side looked as though it was going anywhere. Finally, however, the Germans got a break. The Russian submachinegun squad took two casualties and were pinned. That meant that in Close Combat, an attacker would automatically get the first strike. On the next activation, the second German squad rushed the house and killed the Russians, taking no casualties in return.

From their new position, the Germans concentrated their fire on the weakened rifle squad, finally killing all of them. Then, they turned on the healthy Russian squad.

That battle lasted for some time, with the Russians killing most of a German squad before finally failing two consecutive morale attempts and fleeing the house for new cover. That left the village to the Germans. The Russians had no realistic chance of retaking the houses, so it was declared a German victory.

At the end of the game, we discussed the rules, and how they played against our expectations of World War II squad level combat. We agreed that it went very well, and decided to play again soon.

 

Entry Permalink and Comments | Email this entry | List All Posts By Category

 

  Didn't find what you wanted? Try our exclusive Miniature Wargaming Search Engine.

Page 1 of 1 pages

Related Entries

Comments:

No comments yet.

Post a Comment:

Name
Email
Location
URL

Smileys

Remember my personal information
Notify me of follow-up comments?

Submit the word you see below:


 

recent forum posts

featured gallery shot

About the Miniature Wargaming Hobby

Miniature Wargaming is part of the "adventure games" hobby, which includes r ole p laying and board games. Wargamers recreate battles on the tabletop with toy soldiers, like a more complicated game of chess. Models range in height from 6mm to 28mm tall, with 15mm and 25mm being the most popular. There also is a growing interest in toy soldiers and military models, such as the 1/32 and 1/35 scale plastic soldiers from Conte, and Marx.

The most popular miniature wargames are fantasy and science fiction based, such as Warhammer, Warhammer 40K, Warmachine and The Lord of the Rings. World War II games such as Flames of War and Axis and Allies are new favorites. Other favorite historical periods include Napoleonics, the American Civil War, and ancients, such as Romans or Greeks. Other gamers enjoy miniature naval wargames, recreating battles like Trafalgar, Jutland and the Coral Sea.

Hobbyists research historical periods and paint their tiny soldiers in accurate uniforms. Others develop "historically realistic" rules sets or build scale battlefield terrain using model railroad techniques.

For pictures, visit the gallery.

Some of the bigger hobby companies are Games Workshop, which produces Warhammer, Wargames Foundry and Old Glory Miniatures. Wizards of the Coast produces several lines of pre-painted miniatures games, such as the Star Wars and Dungeons and Dragons miniatures games, and a historical game with pre-painted miniatures: The new Axis and Allies game. Wizkids produces a fantasy collectable miniatures game, such as the Mage Knight and Heroclick fantasy games, the science fiction games MechWarrior and Rocketmen, as well as the quasi-historical Pirates of the Spanish Main.

Get Campaign Gear!

Website design and Expression Engine Development by Reese

All Content Copyright 2004 - 2007 by Bogey Media

hobby news

category archives

monthly archives

list all posts by:

syndicate

Webrings

Visit These Fine Sites:

Test