From: Laserlight <laserlight@q...>
Date: Sun, 9 Nov 2003 14:59:14 -0500
Subject: [OT] Spearhead
Anyone on the list have experience with Spearhead (or Modern Spearhead)? If so, what's your opinion of it?
From: Laserlight <laserlight@q...>
Date: Sun, 9 Nov 2003 14:59:14 -0500
Subject: [OT] Spearhead
Anyone on the list have experience with Spearhead (or Modern Spearhead)? If so, what's your opinion of it?
From: KH.Ranitzsch@t... (K.H.Ranitzsch)
Date: Sun, 9 Nov 2003 21:46:43 +0100
Subject: Re: [OT] Spearhead
[quoted original message omitted]
From: Foxx Travis <lordkalvin2002@y...>
Date: Mon, 10 Nov 2003 16:11:40 -0800 (PST)
Subject: Re: [OT] Spearhead
Spearhead is the greatest thing since sliced bread! Some real trackheads and Panzerphiles may not like them, claiming they are too simple or unrealistic. They don't like the "you must fire at the target that is the same type as the firing unit" (tanks and ATG's at tanks, Infantry at Infantry, etc.) rule and the "shoot at the closest thing to you rule". Although this does lead to some "gamey" tactics, it does not allow the Uberfuerer kitty kats to dominate the game (although they are still very powerful) and these two rules are also a elegant way of making you intermix your infantry with your tanks and vice-versa. Modern Spearhead is heavily based on Spearhead, but has some very nice "improvements" which have made there way into my WWII games! I've played a lot of Micro Armor in my day, and at the end of the day, I can actually field nearly a division (at one tank/infantry stand equals a platoon) a side with 4 to 6 players on a side (an experienced player can easily run a regiment/Brigade) and still reach a conclusion in four hours. And my head doesn't hurt afterward!!! Amongst some other favorite mechanics is the "Command Arrow", which has you draw you movements on a map. It sounds tedious, but really isn't that bad. Plus, it makes one feel that the units are truly maneuvering and that you are commanding as a real Major, Colonel or General would (at least it feels that way). My take on the rules is you really, really like them or you really, really don't. Personally, I love them. > --- Laserlight <laserlight@quixnet.net> wrote:
From: John Atkinson <johnmatkinson@y...>
Date: Sat, 15 Nov 2003 01:54:37 -0800 (PST)
Subject: [OT] Spearhead
There was some discussion about Modern Spearhead on the list right before I got back. I had a chance to flip through a rulebook yesterday, and I have two comments: 1)The engineering rules are completely bogus. Obviously no one in that company has ever put in a minefield or bothered to check a manual to see how long it takes. They want to tell me an engineer platoon takes 3 hours to put in a minefield 125 yards square. That's only the most glaringly bogus rule in that section. 2)Whoever wrote the US Army TOs was under the influence of some serious mind-altering chemicals. IIRC, this is the game I once played at a con where I lost because I didn't realize that tanks with turrets could, under this ruleset, not fire at any targets other than straight ahead.
From: Indy Kochte <kochte@s...>
Date: Sat, 15 Nov 2003 06:11:55 -0500
Subject: Re: [OT] Spearhead
> John Atkinson wrote:
So, John, how long *does* it take for an engineer platoon to put in a
minefield 125 yards square? ("how many licks
does it take to get to the center of..." ;-)
From: Glenn M Wilson <triphibious@j...>
Date: Sat, 15 Nov 2003 06:40:34 -0600
Subject: Re: [OT] Spearhead
John, thanks for the comments, it is clarifying my search for rules for armor games between 1918 and 2100 (just around the corner...) While a low priority, it is a matter of simple economics that i try and buy the rules that have the most fun while having a modicum of connection to reality (or at least the appearance of same.) And the lack of influence that Supply (in campaigns,) reconnaissance, and engineering tasks have in many rules (especially commercial and/or new sets) is a definite minus. I don't want WRG style lists of lists but it should have some affects (or is that effects?) at least in scenario design/set up! Gracias, Glenn Hx, SF, and Fx: 6 mm figures, Starships and 1:6K "Wet Navy" warships are my main interest. But I have forces in 6 through 25 mm FWIW... On Sat, 15 Nov 2003 01:54:37 -0800 (PST) John Atkinson > <johnmatkinson@yahoo.com> writes:
From: Michael Brown <mwbrown@s...>
Date: Sat, 15 Nov 2003 14:06:36 -0800
Subject: RE: [OT] Spearhead
You may want to check out Command Decision or its Modern (late 80's) version Combined Arms. Should be able to find these on Ebay. One thing to remember is that in CD each player is a Battalion or Brigade commander, stands are platoons and morale and command is by company. With a 1"=50m scale, you should not see more than a US Battalion or Soviet MRR on a typical table (regardless of the size of the miniatures). More than that and the mechanics start to bog things down. From my experience, CD is a good model of 20th century warfare. Spearhead is at the same level, but I find that you need to make house rules to bring it back in alignment with reality and history. Both of these can get "fiddley" as each stand may have different modifiers for morale and fire. Michael Brown [quoted original message omitted]
From: John Atkinson <johnmatkinson@y...>
Date: Sun, 16 Nov 2003 03:30:56 -0800 (PST)
Subject: Re: [OT] Spearhead
> --- warbeads@juno.com wrote: I'll post the engineer work estimates when I have some more time. Unsolicited endorsement: Mein Panzer, Old Dominion GamesWorks, www.odgw.com seems to be a pretty good system. I've read the rules and talked to the designer at some length yesterday at Fall In. Looks pretty good. He's only got the WWII module out so far, is expecting to start putting modern modules out next year. Also, for a simpler system, Micro Armour: The Game by GHQ also looks promising. And you gotta love a company that puts out Wolverine miniatures. Havn't played either of 'em, so I'm just going off first impressions of the rulebooks.
From: Don M <dmaddox1@h...>
Date: Sun, 16 Nov 2003 07:03:37 -0600
Subject: Re: [OT] Spearhead
I'll post the engineer work estimates when I have some more time. Unsolicited endorsement: Mein Panzer, Old Dominion GamesWorks, www.odgw.com seems to be a pretty good system. I've read the rules and talked to the designer at some length yesterday at Fall In. Looks pretty good. He's only got the WWII module out so far, is expecting to start putting modern modules out next year. Also, for a simpler system, Micro Armour: The Game by GHQ also looks promising. And you gotta love a company that puts out Wolverine miniatures. Havn't played either of 'em, so I'm just going off first impressions of the rulebooks. John You might want to try A Fistful of TOWs http://www.cox-internet.com/tbeard/fft.htm http://homepage.ntlworld.com/bob_mackenzie/
From: Ryan Gill <rmgill@m...>
Date: Sun, 16 Nov 2003 09:18:43 -0500
Subject: Re: [OT] Spearhead
> At 3:30 AM -0800 11/16/03, John Atkinson wrote: Microarmor has been a very good system for years of company and larger scale combat. Similar to Dirtside but with more detail, so it goes a tad slower. Great for WarPact/Nato or WWII Axis vs Allies actions on fairly large scales.
From: Ryan Gill <rmgill@m...>
Date: Sun, 16 Nov 2003 09:24:48 -0500
Subject: Re: [OT] Spearhead
> At 7:03 AM -0600 11/16/03, Don M wrote: FFT looks pretty nice actually.
From: Karl A. Bergman <karlbergman@c...>
Date: Sun, 16 Nov 2003 10:58:32 -0800
Subject: RE: [OT] Spearhead
I played Micro Armor: The Game at a con last year and was not impressed. In addition to the gentleman running the game, the designer of the rules was present to add comments and clarification. All I can say about the rules was that the Russian side was supposed to force their way across a stream, and set up positions before German reinforcements could arrive. Unfortunately the game uses a dice based system for issuing commands, and due to bad (not that bad but bad enough), the Russian force could not even enter the table for the first two turns. This may of course have affected my opinion of the rules system, but for the most part I was not impressed. IMHO I think that Command Decision is the best of the large scale rules sets, at least as far as I have seen so far. [quoted original message omitted]
From: John Atkinson <johnmatkinson@y...>
Date: Sun, 16 Nov 2003 13:36:02 -0800 (PST)
Subject: Re: [OT] Spearhead
> --- Don M <dmaddox1@hot.rr.com> wrote: > You might want to try A Fistful of TOWs I've played that a couple of times--the time that made the biggest impression wasn't a real workout of the system--NATO hasty defense vs. Sov hasty attack. Sovs screwed up and dropped smoke all over the NATO positions, and I turned on my thermal sights and ate their lunch without loosing a single stand except for a few casualties caused by artillery.
From: Don M <dmaddox1@h...>
Date: Sun, 16 Nov 2003 15:44:40 -0600
Subject: Re: [OT] Spearhead
I've played that a couple of times--the time that made the biggest impression wasn't a real workout of the system--NATO hasty defense vs. Sov hasty attack. Sovs screwed up and dropped smoke all over the NATO positions, and I turned on my thermal sights and ate their lunch without loosing a single stand except for a few casualties caused by artillery. John Well thanks to those books you lent me to read, I've been wanting to give this FFT scenario a try......) http://www.cox-internet.com/tbeard/dixie.htm
From: Brian Burger <yh728@v...>
Date: Sun, 16 Nov 2003 14:09:50 -0800 (PST)
Subject: Re: [OT] Spearhead
> On Sun, 16 Nov 2003, John Atkinson wrote: > --- warbeads@juno.com wrote: A friend was on the MeinPanzer Modern playtest list a few years ago, and we played a bunch of small-medium games. I really liked the system overall, although DS2 has better Morale/Confidence rules. Overall detail is a step above DS2, so it goes a bit slower, but even with beta playtest rules it was a good system. I've been waiting for MP MOdern to be released; guess I'll wait a bit longer! We even kicked around ideas for "Mein HoverPanzer" SF varients, and that looked possible.
From: Robert W. Eldridge <bob_eldridge@m...>
Date: Mon, 17 Nov 2003 08:17:49 -0500
Subject: Re: [OT] Spearhead
The Battlefront authors are also working on a Modern version. Go to www.fireandfury.com and follow the links to get the beta version of the data cards and rules extensions to bring Battlefront WWII into the modern era. [quoted original message omitted]
From: John Atkinson <johnmatkinson@y...>
Date: Mon, 17 Nov 2003 17:24:05 -0800 (PST)
Subject: Re: [OT] Spearhead
> --- Dances With Rocks <kochte@stsci.edu> wrote: > So, John, how long *does* it take for an engineer Never put in a manual one that deep. Probably not much more than an hour or so for surface-laid AT mines. You want extras, those cost more time. Extras are AHDs, Tilt-rods, burial, camoflage, a frat fence, AP mines. All can be dispensed with if time presses. Something about most wargames--they want to rate minefields as AT, AP, or mixed, with the mixed being less effective than the pure. That's bogus--the density of AT mines is actually higher in the more common mixed minefields (Block, for instance) than in AT-pure disrupts. It just has AP mines _also_.
From: Roger Burton West <roger@f...>
Date: Tue, 18 Nov 2003 09:31:42 +0000
Subject: Re: [OT] Spearhead
> On Mon, Nov 17, 2003 at 05:24:05PM -0800, John Atkinson wrote: > Something about most wargames--they want to rate I would assume this is for game balance - otherwise players are going to use mixed all the time. Why doesn't the US Army use mixed all the time? (I can guess some possible answers, but I'd like to hear it...)
From: John Atkinson <johnmatkinson@y...>
Date: Tue, 18 Nov 2003 02:44:12 -0800 (PST)
Subject: Re: [OT] Spearhead
> --- Roger Burton West <roger@firedrake.org> wrote: Time constraints. If you can do the job with an AT-pure field, then you do because it saves time. I mean, if you have a choice between putting in 500m of mixed block or 1500m of AT-pure fix, then the choice is less obvious. Oh, and some idiot put out an executive order saying we wouldn't use AP mine except in Korea and Middle East.
From: Ryan Gill <rmgill@m...>
Date: Tue, 18 Nov 2003 09:13:44 -0500
Subject: Re: [OT] Spearhead
> At 9:31 AM +0000 11/18/03, Roger Burton West wrote: That's easy, if you have a cost system, you make a denser, mixed field cost more and take longer to enplace.