pondělí 22. října 2018

Sabre Squadron Review


How game Works


Výsledek obrázku pro Sabre Squadron WargamingThis blog is dedicated to the Sabre Squadron but i think the game deserves a review. Having experience with various Modern Combat games for microarmor (featuring Fistfull of Tows, Cold War Commander, Able Archer - but this doesnt count as their are mine ruleset, and TAC II) i must say the Sabre Squadron is the spot here all rules i mentioned have some issues atleast for me. Cold War Commander and Fistfull of Tows are gaming systems in what gamers call 1:5 game when one vehicle or squad represents platoon and i have problem with this scaling, so when i was looking for game i searched for 1:1 (each vehicle representing vehicle, squad representing squad and so on). But to be honest Cold War Commander have great command and control system but hitpoint system is putting me off. Fistful of Tows III have extensive unit database which is without peer the best point of system. TAC II from Allen Rockwell is great but he have datacards only for few type vehicles and mostly ultramodern. And then we have Sabre Squadron so lets look at this game


So What is Sabre Squadron?
Sabre Squadron is Company level game meaning you will lead company or higher to the battle, so you will have around 4 platoons with additon of supporting elements like ATGW vehicles, AA , arty or airsupport. Games was created with combined arms in mind, but works well for armor or infantry only battles. My scale of choice is 6mm but game works well with 3mm,10mm, 15mm or even larger if you have sufficient space on table.

The Shiny
Now we will look at design of the book, full-color 144 pages, including index, QRS , Unit stats, tactics and pricing in points. What iam not fan of in rulebook is first two chapters, describing technology and basics which from POV was somewhat confusing refering to certain attribute of unit without explaing what it does but you find that later in book. There could be photos from gaming but author used realworld photos and pictures from artists and create good mood within the book.
The Diagrams showing certain rules like, direct fire for example are greatly done. The whole ruleset is segmented so you can try game  without using advanced elements of game like Engineering, WMDs, Airsupport or Arty. Which is always good. Some Rules are little hard to get grasp at first sight like hull down and turret down but when you try it you will now how to use it

The Game of Sabre Squadron is divided in turns , turns are divided into bounds. In each bound player will perform various actions thru phases. The Sabre Squadron follows loose IGOYGO system so each in bound have active and responding player. Active is that guy who will give orders this bounds while responding will dodge ATGMs, Resolve Arty strikes or ward of enemy helicopters but lets look onto the phases in detail

  • Phase 1 Responding player will resolve actions with aircrafts, while active player will resolve AA fire againts these planes.
  • Phase 2 Active players will issue actions to his platoons, responding player can dodge ATGMs or ward off helicopters of table
  • Phase 3 In this phase responding player will launch arty strikes or spot new targets which can be used in next turn
  • Phase 4 could be called recovery - suppresed units can be removed or status neutralized (basicly bail out) can be changed to suppresed 
  • Phase 5 active player will now fire counter-battery arty fire and responding player will remove markers for batteries that performing shoot and scoot.
  • Phase 6 is last phase from rolls for morale of units and "armies". Responding player than can attempt recover morale for untis that has dropped below "good"
This system keeps both players occupied durning turns. rarely other was is sitting and doing nothing.
The game uses D10s instead of classic D6s but system works well maybe even better than typical D6 systems. Almost every roll is on basic 5, there are modificators (and some worst trained or motivated force can have number higher) so almost always you are looking to throw 5 or more.

Movement - Movement of each units is divided to move segments depending on terrain the number of move segments can be lower or higher each type of vehicle or infantry have also attribute how fast it is meaning how long each MS is (Slow tracked vehicle have MS 1" while Fast Tracked Vehicle MS is 2". for example T80 which is tracked vehicle will move 2 move segments in open wood but on open ground it is 4MS.

Direct fire is pretty simple because for most weapons (Infantry weapons usually have small range) have infinite range, but vehicles with more modern fire control systems can preform pretty precise fire even on long ranges.

 For armoured vehicles (as they use different modificators and resolution as softskin or infantry) there
isnt cover system as we know from different game but you either have hull down or turret down position or you are exposed. if you have one of these two positions are you are underfire from high angle or top attack ATGM you roll where you been hit , hull, turret or top. Meaning if you has been hit into hull while in hull down position that fire has no effect.

However there one issue i wrote about in previous article and thats damaging of AFVs which in basic game if you hit enemy armoured vehicle is almost 100% in most cases that vehicle will be destroyed however with house rule disscused the game will jump back to earth and became little more interesting and "realistic"

Výsledek obrázku pro T72 chargeWhat i like about Sabre Squadron are their "Coherency" there is no such thing in common sense like we know but rather each command unit has some form of radius most of units will have two A4 cards if you are outside area and you want to move you must move near  command vehicle/team (unless you are hightech force and you can override this rule by roll) or fire more than 18" which requires roll. The point is this coherency is for platoons so you wont propably see parking lot syndrome even in larger scales.

As units starting taking casualties they more can drop or they can even rout- this is in game given by 5 morale levels
Good- unit perform their action normaly
Uncertain - Moving towards the enemy  requires motivation roll
Halt- your units will not move towards the enemy baseline at all
Withdraw - unit will move towards the your table edge and if not rally they will left the table
Rout- unit will disperse or surrender - they are removed from table

Every Platoon or section have Morale Points which are used to check if your force is broken and durning deployment in most scenarios you will deploy only part of your MPs.

There are ofcourse rules for Engineering - mines, trenches, dug-positions, pontoon bridges, WMDs, Aircrafts, Helicopters, Building destruction, Drones.

So basicly anything you want to play from Cold War to the recent conflicts in Middle east or Ukraine this game is for you it offer fairly large ammount of unit statistics to which author still adds new units - Along side US,Russia, China, British and other typical armies, you will find stats for both Korean vehicles, South Africa, Israel and so on. and these are for free which is excelent

But word of warning apart from Cold War there are no "armylists" as casual players know them but you can figure out TOE or Orbats from various sources like Micromark Armylist which are avaiible at Wargaming Vault, books or even some Games if you are not purist (For example Steel Panthers MBT which are availible for free have extensive amount of Orbats)

All said and done Sabre Squadron is atleast for me great Combined Arms game, and great entry point
for new players because the rules arent really hard, they are well written, game have value points for ballancing, all types of scenarios you want for basic gaming (3 types of meeting engagements, and 4 types of Attack/defend scenarios)  and if you want something extra well you can divised by yourself.

Ofcourse there points that could be better like overwatch but  IMHO it will slowdown the game, so for modern gaming this game is way to go.





If you dont want to buy rabbit in bag you can always try "demo" rules they doesnt offer all options like "full" version but gives you real idea how the game is played and whatever or not are these rules for you. You can download them here  as well as stats for vehicles you want to use (thats what we did before we bought the rules) 



P.S. Sorry for photos but these were only ones i found in my archive. i will hopefull exchange them for better soon.





neděle 21. října 2018

House rule Survivability

Since we started playing i have issue with one thing in Sabre Squadron, and according to forums i wasnt only one and that was survivability of AFVs since rounds starting firing especially with big cats (Abrams, T-80s ...) every shot is almost guaranteed kill.

And since the Nick author of game is in touch with community he developed solution for this problem and make game more enjoyble



Instead on rolling on Protection and Effects (8.4.4 page 52) roll on following table

1. After an AFV is hit, deduct the Protection from the Firepower.

2. Roll 1D10 and add the number from 1. above.

3. A result of 8+ = KO
6-7 = Neutralised (if 7 and VS roll for KO)
5 or less = Suppressed




this rule does increase survivability of armoured vehicles however there is still big chance that your tank will be destroyed if hit, so use hulldown positions where ever it is possible.

About hulldown positions and how to effectivly use them we will talk in future articles

Tally ho!

středa 17. října 2018

Imagi-nations

Flag of Chenarus, Imagi-Nation of  PC Game ARMA II


What is Imagi-Nations?
Simple put Imagi-Nations is creating fictional country and put into real world setting. Its been done numerous time not only by wargaming players but also Game designers, Movie makers or writters.

Good example can be Val Verde which was featured in movies Die Hard 2, Predator or Commando.

But what does that mean in Sabre Squadron? You will create your own fictional country but it South American, European, African, Asian or Arabic and create background history for them, ORBATs and TOE´s, what weaponery and equipment they will be using, how they are organized.

Imagi-Nations are very old. They are something new or trendy because not always is wargaming recent or semi-recent events can be "offending" (Hell i hate using this word because these day people are offended even by different taste of cream) . Wargaming civil war in Syria can be problematic but civil war in Zekistan? It also opens up possibilities to using vehicles you bought for some old forgotten project or you just buy them because you want them (yes i am looking at you damned Saracens!)

Orbats 
So let´s say we will create some fictional country and let´s say we will use Zekistan which was featured in PC/Console Series Full Spectrum Warrior. The country itself is Arabic country using atleast in game Soviet/Russian vehicles like Ural trucks, BMPs, MBTs and other stuff isnt mentioned but lets say its akin to the Pre-invasion Iraq or Iran.

But what vehicles your country uses it is up to you but keep common sense here if your country is poor ex-communist sattelite it would propably dont sport Western top-of-line gear, but it would propably sport obsolete cold war soviet gear, with some other older tech vehicles from diferrent sources for example Zekistan mentioned above:

Main battletanks for this state will be export T72s, and maybe some units equipped with T54 or 55. Reserve units maybe even today equipped with obsolete (gasp) T34/85. on other hand some western kit may found way into its ranks in form of APCs (Saracens, YPR 765 or FV438) , reconnisance vehicles (perhaps  French kit AMX-VCI or AML H-60) along with russian BRDMs and BMP born infantry. Airforce can be mixmatched but i would use majority of airforce to be made up from soviet obsolete gear - Migs-21s, SU-25s Mi-8s and so on.

Companies usually have
2-4 platoons plus command elements and attached support everything above is hard to command and position so in real life larger companies arent used (typicaly).

  • Armoured Platoons have 3-5 vehicles depending on disposal of armored forces. Ex-Warpac and allies used 3 to 4 tank formula and western seems to stationed on 4 tank platoons.
  • Mechanised Infantry platoon consists of  3-4 vehicles, with 3 infantry squads and command sections.
  •  Specialist infantry units are in form of two squads and attached transports (Engineers, Sappers etc.)
  • Reconnisance platoons usually have 3-6 vehicles. In some cases infantry scouts are mounted in their transports but the sizes in usually same or little smaller than typical  mechanised infantry platoon
  • AA Assets usually consists of 3 to 4 vehicles but they are attached as independent elements to combat groups
  •  Lastly Artillery most often artillery is deployed in batteries of 6 or 8 vehicles with attached Observer, Artillery reconnisance or spotting element - these units are often behind lines and only spotting vehicle will be availible on table
 This can help you putting together your own Orbats (or Order of Battle) and game with something little different that you are used to see normaly.

Scenarios
 
So you created your own country , you got your army ready and now what? Well scenarios options are limitless. From defending againts first world countries invasion (USA and Coalition, Russian Federation or perhaps China) to civil war conflicts and of course imagi-nations wars (where players create their own countries in some ficitional conflict between themselves.

The options are limitless and imagi-nations will not be every ones tea but can open really interesting options to the casual games.



GHQ photos featured in this article - used without permission



neděle 14. října 2018

Another book review Tanks and combat vehicles of the WARPAC


I have been asked if i will be willing to review some more books from Russel Phillips, and while this books arent directly connected to the Sabre Squadron. But if you are interested in vehicles of Cold War era or you want figure out what was this strange vehicle with this strange name is this book is good for you.

Firstly we will look at Tanks and combat vehicles of the WARPAC. The book itself is sporting 180 pages including cover and it is divided to the following sections

  • Introduction
  • Tanks (13 entries)
  • Infantry Fighting Vehicles (8 entries)
  • Armoured Personal Carriers (16 entries)
  • Antitank Vehicles (13 entries)
  • Reconnaissance Vehicles (5 entries)
  • Self-Propelled Anti-Aicraft Weapons (13 entries)
  • Self-Propelled Guns, Howitzers and Mortars (11 entries)
  • Multiple Rocket Launchers (9 entries)
  • Tactical Ballistic Missles (8 entries)
Each entry contains brief info about vehicle, usually photo and  TTD - or Technical-Tactical Data, vehicle range, speed, armor, calibre and ammo all that kind of stuff.

So in terms of negativity i will write things i dont like about thise ebook and then what i like.
The main problem with this book while it contain lots of well researched information the graphics and visualition look amateurish and downgrading whole publication down i mean even in word you create nicely looking document that will look more profesional than this - dont get me wrong the writing amount of information are cool no problem with that, but when i publishing book like this i would take more effort into design.

Another thing i wanted it is usually written in vehicle description but i would love seperate entries for entered service and which nations used it and what variant but thats just me.

On other hand the amount of informations are really extensive, book itself well indexed so no issues looking for particular vehicles.

As I said before the information about vehicles are well researched, ofcourse you can find odd bits here and there but there wasnt book about Warpac vehicles that had 100% correct information

The book is excelent value if you are interested in this era and great guide if you are new in modern wargaming.


sobota 13. října 2018

The Bear marches to the west by Shilka Publishing review


The Bear marches to the west is not Sabre Squadron specific book, but it is nice scenario publication for any 1:1 system from Team Yankee to thru Fistfull of tows, TACII back to the Sabre. The book itself  was written by Russell Phillips around 15 dollars for PDF. The book contains 12 scenarios taken right out of 3 great Cold War gone hot novels - Red Storm Rising, Team Yankee and Red Army

 These scenarios are ranging from company battles and in some you will command regiment worth of troops. Each scenario have list of units each side fields, map and objectives nice and easy. Maps are hand drawed which in my opinion add more feel to the book.


at the end of the book there are alternative force organisation for  some scenarios, so same map, same objectives but different units for both sides - for example scenario opening shots (which is just Team Yankee first battle) changes era to the 87 so americans get the latest gear - 120mm M1s, and bradleys instead of M113, while Soviets gets more units. Generaly speaking this booms up the scenario count to the 19 scenarios.

This book is also very often in promotions at Wargaming Vault so you can get it cheap as dirt (in time writting of this article the book was in promotion for 3 dollars) when is it no brainer

Personally i recommend this book.

čtvrtek 11. října 2018

7 days to the Rhine


The cover of Seven Days To The Rhine, the Sabresquadron Warsaw Pact supplement.Another expansion book for Sabre Squadron is 7 days to the Rhine.  The name itself is from top secret WARPAC military exercise featuring NATO pre-emptive nuclear strike. The plan for this scenario that Soviet and other Warpac forces will reach Lyon by day nine and launch will strike on Pyrenees.

So much for the name the book itself is very similiar to the 5th Article again it contain formation lists this time for WARPAC forces the nation represented in this book are evergreens

  • Soviet Union
  • East Germany
  • Poland
  • Czechoslovakia
The book doesnt contain Hungary, Romania or Bulgaria which is pretty shame but maybe we will see them in future.
 
 The book is smaller than 5th article, it have "only" 138 pages but contain almost everything you want for Central Europe front or other "involvements". Unlike fifth article you can pitch forces of this book againts itself without anytrouble making very interesting scenarios.

Full contents of book you can find here

The price is same as for previous book that means 8 pounds which is great value, As said before you can use the lists for various infights between Communist countries striving for independence, Civil War of Soviet Union, and some Soviet list for Afghanistan War. You will again find some sample lists for your games.

Hopefully Nick will release even some scenario lists

Sabre Squadron 5th Article

The cover sheet of Article 5, the Sabresquadron NATO supplement5th Article is first expansion book for the Sabre Squadron, there is another one availible (7 days to the Rhine - Warsaw pact forces book) and another one in works (Scandinavian campaing) but now we will look at the first one.

Article 5 is  about NATO forces durning fictional WWIII, here you will find list for following nations:
  • USA
  • UK
  • West Germany
  • Canada
  • Netherlands
  • Belgium
  • France
 But now we will look about the document, i should write the book because Article 5 is sporting insane 228 pages! But as far as know it only availible in electronic (PDF) format. In first section of the book you will find information have the company lists works with examples and then you will find nation and they forces at end of each Nation section you will example lists - so the thing is pretty intuitive.

If you want to know what exactly lists are in the book you can find contents here

Apart from Canada everyone have more than enough lists to choose from, From Recon Companies to through armoured and mechanised and even Aircav formations. Even at first glance it is seen how much effort has been put into this book.

However since Sabre Squadron is open system for Modern wargaming, the 5th article doesnt contain any fluff which in my opinion is great, because you can use the list even in non-WWIII scenario for example some British list can be used in Falkland War set games.

In my opinion if you are wanting playing Sabre Squadron  games set in 80ties whatever Cold War gone hot scenarios or not the 5th Article is more than worth for 8 british pounds. 




úterý 9. října 2018

What is this blog about?

What is Sabre Squadron?
Sabre Squadron is ruleset for modern combined arms, released about 2 or 3 years ago, containing all the modern stuff you want armoured vehicles, ATGMs, drones, airsupport what you want it is there (well apart from Armatas and third world tank hybrids) . From Tank battles like Battle of Easting 73 or Battle of Chinese farm to infantry battles like Battle of Goose Green to clash in Fallujah, Sabre Squadron can simulate many kinds of battle conventional ones and asymetric too.

Scale
Unlike many games meant for modern combined arms, the ruleset is made for 1:1 that means 1 model of tank represent one vehicle, base of infantry fireteam or squad. Also the rules are scale modelling independent, from 3mm up to 20mm you can use any models from your collections but for me i prefer microarmor or so called 6mm




Why this blog?
Sabre Squadron is spiritual ancestor for games like WRG or Challenger, trying to portrait true face of modern armoured and infantry warfare from reinforced company point of view and IMHO the game do this very well. But since there wasn´t much propagation from author i will try to support the game this way and made it more often seen of various platforms (FB, blogs, forum, youtube etc.) and conventions

Where can i buy these rules?
Here on official webpages of game you can buy them, as well as two expension PDFs containg "armylists" for fictional world war III scenarios.
http://www.sabresquadron.com/index.html
http://www.sabresquadron.com/forum/