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Peter Pig Catalogue
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ABTEILUNG WW2 rules from Peter Pig Review by Keith FlintThis is an unsolicited review but kindly given to us for internet use by Keith Flint Prompted by Andrew Finch's article on 'Spearhead' in issue 26, I decided I would sing the praises of another currently available rule set. These are the 'Abteilung' rules authored by Martin Goddard of Peter Pig. In looking for a set of rules to replace my own, which I had .. finally decided were too long winded, I was looking for a set which would give a game playable in an evening with decent size forces. My own understanding of the latter (in 20mm) is about 100-150 figures, maybe 6-12 tanks and various supporting vehicles and guns. From my occasional visits to conventions and equally occasional reading of mainstream wargames magazines, it seemed 'Rapid Fire' had rapidly become the favourite rules for WW2. Like Andrew Finch, however, I was not convinced they were what I wanted. Having been introduced to Abteilung by a friend (hello John) they seemed to me more original, more of a step forward, and more of a game system (like, for example, DBM), than 'Rapid Fire'. They also promised Brigade level games playable in 2 hours at most. This is achieved by fairly drastic simplification in some areas, but this is offset by a quite original game system which gives the rules much of their flavour. Games played with Abteilung tend to be open and fairly aggresive, with the likelihood of unexpected situations. Figures and vehicles are organised into commands (either Infantry, Armour, Support, Recce, Artillery or Air) each of which has the same points value. Artillery and Air commands are always off table and their services are available or not each move on the basis of a simple 50-50 die throw (the player is unencumbered with FOOs or FAOs) . On table commands represent a Battalion, and would typically contain 45 figures or 4 tanks. Each on-table command must keep its units within the command radius of its command element. A player would normally have between 4 and 6 commands in a game, and thus you have only 4 to 6 basic units to worry about. At the start of a game each player chooses an aggression level from 1 to 4, and when compared these are used to decide from one of 10 'standard' scenarios - though variations in terrain, choice of troops and deployment mean the same scenario can produce a wide variety of games. The scenarios have many interesting features; not all of your commands may initially be available, commands arriving after game start might appear on a flank, initial deployment may be limited to a base edge or be anywhere on the table. The rules may also be played using your own scenarios, real or imaginary. A major speeding up of the game is achieved by having all on-table units laid out in full. There are no hidden units in Abteilung (though units may be unavailable as targets), which was a bit of a culture shock at first but which is compensated for by other rules such as the scenario conditions and the orders and random events rules mentioned below. In fact, I find that unexpected situations develop much more frequently with Ateilung than with my own rules which had careful provision for hidden units. Game mechanics (firing, moving, morale) are very simple, and moves rattle along very quickly. Most things are divided into 3 classes; AFVs have light, medium or heavy armour, light, medium or heavy guns, and are slow, medium or fast speed. This may seem too much of a simplification at first, especially where armour and gun class is concerned, but if you just go with it you may find that 3 classes is really quite sufficient, especially when you consider that the classes will be campaign specific; i.e. you don't lump all the tanks of WW2 into 3 armour classes, only the tanks used (for example) in NW Europe post D-Day. Unit quality is either raw, average or veteran (and these classes make a real difference, although their effect is simply represented). Everything decides hits from the same table (which has a mere 7 modifiers) and fire effect for all weapons uses the same results table. Move distances are averaged out so that only roads make any difference to movement apart from those terrain types banned to a particular type of unit - for example vehicles cannot move through woods. Apart from the basic playing surface, terrain pieces are organised into 'templates', each about 8"x 4", designated as hills, woods, built-up or rough ground etc., a common enough rule but further simplifying play, particularly in built up areas. Command and control is represented by having to issue one of three standard orders to each command each move; advance, halt or withdraw. This is done by placing order cards next to each unit. Restrictions on how many of each type of order card you can have, plus a random events rule, provide a very reasonable amount of frustration during a game. Commands are lost in a game when they have failed a morale test on 3 occasions, or sometimes (usually with armoured commands which have only 3-4 models) when they are completely destroyed. 'Lost' commands are immediately removed, another hefty simplification. When either side loses 2 commands the game is stopped and victory points are totted up. There is, I suppose , a downside in that some of the 'feel' of the period which more detailed rules provide is lost. How much of this detail one is prepared to sacrifice is a personal choice, but I would say it is worth trying Abteilung before rejecting the simplifications the rules employ. One other point of criticism is presentation; the rules are reasonably well presented (41 pages in A4 format) but could have done with a more thorough proof reading. This may seem like nit-picking but I think the level of presentation of Rapid Fire is an important part of their success. I hope I have given an idea of the rules without being too long winded. I have amended parts of them to fit in with my own prejudices but have not felt the need to change any of the basic workings. The rules are designed for 15mm but work fine with my 20mm troops using the recommended increases in distances. I first played the rules using 1:200th models with no amendments at all to distances and this worked perfectly well. In short these are rules easily adaptable to any scale. And how about that promise of games lasting 2 hours at most? After about 8 games with 3 different opponents, this is not yet achieved, but I think quite attainable. All games so far have been enjoyable. I recommend you give these rules the once over. And by the way, if you're looking for another alternative to Rapid Fire, check out 'Tac:WW2' by Chris Pringle and Nick Mitchell (available from Irregular Miniatures). They look interesting, though I will be sticking with Abteilung for the moment! |