Monday, April 21, 2025

O Group- British for the Far east

Yet another wee side project. I recently learned that Battlefront are about to re-release their ranges for the Far East and Pacific. I've been umming and ahhing about whether to do 20mm or 15mm (to a accompany my 28mm force of course). I love the 20mm AB ranges but would need both British and Japanese forces so in the end, with hearing that Battlefront are about to release their Japanese range again, I decided to stick to 15mm.

So in the past week I've rebased and tidied up some BF 8th army troops which will be fine for the Far East and New Guinea in 1941-42. I added a pack of the Australian troops that are now long out of production and will add a 3rd company (in O Group terms) soon.

Currently the force would count as a worn battalion in O Group and comprises of: 

  • BATT HQ
  • FOO
  • 2x battalion mortars
  • 3x 25prds
  • 2x 2pdrs
  • 9x Combat patrols
  • 2x Rifle Companies 






I've no interest in getting the new Pacific book but the Japanese will make a good core for a Battalion in O Group.
The British are fine for 1943-45 but what were they thinking in the putting of this together. Why oh why do they incldue 6x 6pdrs! WTF? I know that FoW has become tanks of War in recent years but holy hell, that is a lot of anti-tank guns and looks to be pretty poor value for money  in terms of usefulness for that I need for later war in Burma. 


Craig
 

Saturday, April 12, 2025

O Group Review

 

O Group review

April 2025

I’ve dabbled with lots of rules over the years but sent a long time playing FoW (though not in the past decade) and my review probably reflects my experiences with FoW and the feel of the game compared to that.

So what are my thoughts on O Group. I love it. To quote the movie the Castle, “It’s the vibe”. For a WW2 the rules and game play feel right. There are some elegant mechanics baked in but then again there are a few headscratchers too (okay well at least one for me) which I’ll get to later.

However, to put this into context I’ve not played any of the Lardies rulesets (Chain of Command, I Ain’t been Shot Mum” etc. The guys in my previous gaming community who liked those rules tended to be gamers that I didn’t enjoy gaming WW2 with so have avoided playing any Lardies rules, maybe to my own detriment.

But when it comes to gaming my two overriding requirements are as follows:

1.    Keep it simple

2.    keep it fun

I hate long slow boring process driven games. They have never inspired me to want to roll dice and push models around a table. Wargaming should not be an exercise in tedium. I don’t give  rats arse what the velocity of a 75mm L43 gun on a panther is and the effect of a 12 knot NE wind on the accuracy of said weapon hitting a Sherman at 675 yards. Doesn’t interest me in the slightest. However, that being said I do want to results of that feel right for the period but done in a way that is streamlined and simple to grasp, or rules which reflect the period I am playing. As an example one of several things I struggle with in Battlegroup is the lack of Smoke rules. Apparently it is baked into the check if the target is concealed element of the rules but AFAIK not being able to fire smoke rounds is a serious omission in a WW2 game and one I struggle with game after game. 

Can I can fire smoke missions in O Group? 

Yes. 

Excellent. I like it already.  

But lets dive a bit deeper into the game.

Things I like

Spotting dice

To see or not to see that is the question. Is that tan over there in the open or is it concealed? If a unit is in cover then roll a d6 and on a 4+ the target counts as spotted (and this affects the save, okay morale check), if you don’t succeed the target is obscured and so harder to hit and saves on a different line on the relevant table.

Combat patrols- simple

At the heart to the game and as far as I am concerned its most elegant mechanic is the combat patrol system. Rather than deploy most units on table as in FoW the table usually starts almost empty apart from a few company HQs, the odd platoon though often on table platoons will be in ambush anyway) but there are a few random figures scattered about the table (we use 25mm bases for combat patrols).

Usually the first few turns consist of pushing these patrols forward, probing for wekensses, or gaps in the enemies lines. Combat patrols canot come within 8” of each other so you can also use them to screen your forces. Cool, so they are a screening/ picket line? Well, yes and no. Their real job is to act as forward deployment markers for your units.  Rather than stoically stomp across the tabletop being showered by artillery and tank fire, you sneak forward via the combat patrol mechanism And until you deploy on table are immune to all such inconveniences. .

So when I kill a combat patrol I take a unit off the table? No. Until a combat patrol actually deploys a unit (such as an infantry platoon or MMG section) it is simply a scouting unit. Assume the scouts have reconnoitred to an advantageous position then brought troops forward to their jumping off point. What this means in game play on the table is you never know what the enemy is probing forward with. It might simply be a bluff, sending 1-2 patrols forward with no intention of deploying off them. But what it also means is that you need to keep an eye on enemy patrols, and flanks really do feel open and exposed in the game. It is simple, and yet has a fantastic influence on how the game unfolds.

As more units are deployed the Battalion commander (i.e you!) starts to form a better picture of what is going on and can react to the situation… or could unless they were somehow constrained. Such as by having a limit to how many orders they can give out each turn! See below for my thoughts on the orders systems.

So for me the Combat patrol mechanic is at the heart of the system and is without a doubt the part of the game I love the most. It creates a real sense of uncertainty and fog of war which is often missing in table tops games where the 1000ft general can see all.  

 Orders mechanics

Company & Battalion orders: At the start of each turn you roll 9 dice to determine how many orders you get for the turn. A 1 = no order (three 1s= a hesitant company which means one company basically can’t move), 2-5= company orders while 6s give you battalion orders (orders you can save from turn to turn but you can never hold more than 6 of them at any one time).

Each time you one a platoon or section to do something you must use an order, or two orders to call in artillery or mortars. Company commanders can give an order allowing a unit to have a second action but it might cost an extra 1-2 orders to do so). One really useful order is the React order which allows you to fire at an enemy unit that just fired or move away from an enemy unit in their turn. Thus when you activate units, which units you activate and when to react to an enemy unit are important decisions to be made and as you run out of orders it gets harder to keep the pressure up.

Linked to this is the FUBAR mechanic which means for every 4 losses sustained you sue one order die each round so  as losses mount your battalion becomes harder to use- an elegant command and control mechanism.

Often though there are not enough orders to go around. As the overall commander you neeed to keep an eye on what is happening as can quickly burn through them, and so need to prioritse what you will do each turn.  

 Weapon systems

MMGs- they are nasty- 6 dice per section. I rally feel like they are effective (as they were) unlike some games where they seem very underwhelming and as a result are rarely fielded.

Artillery- again nasty. I like the feel mortars, t sucks to be in the beaten zone but again feels right for the period and not just an add on. IIRC most infantry casualties in WW2 were caused by artillery and mortars, O Group is a game where you hate being under a barrage, and to my mind that is a good thing.

The way the battle unfolds

I’ve already touched upon this above that the combination of the combat patrol mechanics and the orders system really gives great feel to the game. The table starts empty but as more enemy unts are identified (i.e. placed on table via combat patrols) the battalion commander starts to get a better idea of the developing situation and can issues orders that reflect this new intelligence/information. However, there are limits to how many orders the commander can give and often you find yourself forced to focus on one developing situation whilst wanting to do something else entirely and so command decisions matter. Do I call for artillery support this turn? This needs to be the first order for regimental or divisional artillery. If so do I request regimental guns (more likely to be approved) or go to division and hope for a bigger guns but are that is less likely to be approved? Or do I simply order the battalion mortars, which I control directly and so are easier to activate, to fire?

As I’ve said as you take FUBARs you get less orders and so can do less on the tabletop impacting what orders you can make.  Thus the battle evolves in a way which feels right, decisions matter and I like the way the battle unfolds.  

 Things that make me go Hmmmmm

 Terminology

Why does every game feel the need to reinvent names of core terms?


Pinned vs Suppressed:
A failed save, er morale check,  equates to a team getting shock, which affects how easy it can hit. 3 shock = suppressed (can’t move or fire). Once you are suppressed then you can start rolling to kill a unit/section with any future hits.

Probably okay for people from a Lardies games background but or me I struggle with the terminology and have been programmed to automatically think “pinned” rather than “suppressed” as that is what it is in almost very other WW2 game I play. A small thing but one that fits in my keep it simple mantra of gaming.  So I'd like tosee these terms changed but that is a minor grie and is defeitnely a from my point of view kind of thing. 

 Morale checks/Tests vs saves/ Saving throws

Q: When is a morale check not a morale check?

A: When it is a saving throw.

A similar gripe to above. You get hit by a weapon a section/gun etc needs to make a morale test or suffer shock/ become suppressed or become KIA. To me this is a different meaning of “morale test” to almost every other game I have played. I equate it to a saving throw and so find the terminology confusing. If I am rolling to see if I am dead/pinned/suppressed or not call it a save and move on.

To my mind a morale test is when a unit (not a section in this case a platoon for instance) checks to see if they remain on table after taking lots of casualties and so I find the use of the term confusing in the context of O Group.

I can kind of see where Dave is coming from but in almost every other game I can think of (okay, not that many) to  keep the game accessible just use common terminology, call them saving throws like everybody else does. Simple!

 Simple mechanics- high is good?

At its heart O Group uses a few similar mechanics. Infantry (with a few exceptions) tend to save (see what I did there) on a 3+ or 4+; to range in artillery or mortars or to hit a target with AT fire you tend to need a 7+ (again a few exceptions) on 2d6 after modifiers.

So far simple, straight forward, pretty reasonable/intuitive.

Well, it was until I tried to damage a tank! Now I roll high to hit but low to damage a vehicle. WTF? Just reverse the table and make high good to knock out a tank. Just like everything else. Rolling low is counter intuitive and pisses me off each time I look at the chart. My solution? I have done my own Quick Reference Sheet that has high= good (destroyed). But I shouldn’t need to… and more on that in three…two…one:

Quick Reference Sheet (QRS)

Speaking of QRS. I struggle to find info I need with this one. I hate the way it is formatted, my eyes glaze over and I struggle to find relevant information. I have rewritten it in a way that is simpler for me to find information, explains the steps for the different types of firing (and to dice rolls needed), added references to the table or section of the rules the table is found in and now find it actually is a quick… reference… sheet. A bit more time on layout rather than cramming everything in might have been in order here.

 Standardising relevant info in one place

Nothing I find more frustrating that finding rules that are not easy to find/ intuitively located in the rulebook. I’ll give some examples:

Example #1 Panzer grenadiers. How many bonus dice does a panzer grenadier section get at close range? Answer: 2d6. Where do I find this information? P58 hidden in the infantry and HE firepower modifiers table obviously.

Is it located (or rewritten) with the German Infantry Training Characteristics (also known to me as the German special rules!) in the info about the German Battalion on p89-90? Of course not, it is buried in that friggin table half a book away. It is stuff like that that annoys me about rule sets.

 Example #2 Regimental/divisional artillery

Regimental/Divisional artillery beaten paths.  Bascially the rules says that a unit that is hit by regimental or divisional barrage units in the open or cover must retreat or take an additional shock to stay in place. A pretty important rule you would think but is buried at the bottom of a table and not referenced in the main rules!

Yes, it is now explicitly highlighted in an FAQ in the Normandy book (any maybe others) but the rule should have been clearly located in the first place.

 Example #3 Vehicle stats

Same goes with the vehicle stats. Yes the stats needed are in the updated campaign books or can be found as a pdf on line but the basic stats should be in the main rulebook. The German divisional supports list for instance lists the vehicles and cost but offers absolutely zero stats for them. That kind of thing pisses me off about a ruleset.

 Example #4 Tanks

The tank game version seems to be a bit of a quick add on and not sure how well thought out/ balanced it is. How many points is a tank battalion? No idea. If we assume the same as a core infantry battalion (5 pts) fair enough but a battalion of panthers is far more deadly than a battalion of panzer IVs or Shermans. Yes, I am going to have ot sort out my own points system!

We’ve not played any tank games yet, nor likely will we. But even so!

 The points system

Yes, I know there is more to WW2 gaming than points. But anyone growing up on FoW, Bolt Action, or dare we say it GW games, is used to a “reasonable” points system to facilitate pick up play. There are points but the system seems pretty naff to tell the truth. A core battalion of 3 companies is 5 pts yet a reserve platoon costs 3 or a reserve company costs 10!  

A platoon of Shermans that do 5d6 FP (dice) costs 6 pts yet a platoon of M8 Scotts which also has 5d6 FP damage costs 3! Yes the armour is different but in game terms, high firepower (damage dice) weapons are more powerful and so the points don’t seem to align very clearly with on table usefulness for some weapons systems.

 My overall assessment

Presentation: 5/5

The rulebook is well presented good use of headings and subheadings.  Typical eye candy we’ve come to expect and love with clear to read tables and charts (in the main rulebook, NOT on the QFS)

Accessibility 3/5

Some of the terminology is confusing, some important rules are not easy to find or are hidden in the text. I would seriously consider using what I consider to be more mainstream terms such as saving throws or infantry/ armour saves, pinned rather than suppressed. Maybe a minor thing but can make it easer for people transitioning from other more mainstream systems.

Furthermore, it would have been good to see more guidance in the rules for pick up play. To attract the FoW or even Bolt Action type crowd, having some objective based scenarios might have been an idea. We’ve sorted out our own and now there are several supplements available it is easier to do. Often we assign objective locations such as a Built Up Area 1 or 2 points towards a battalions break point. But again maybe a little more thought in the initial rules could have been an idea to get “casual” gamers onboard.

 Organisation: 3/5

Although well organised with clear headings for each section there are a number of rules that are hidden in various places that can be hard to find, or at not always located where I would expect them to. For example. Where to find information about how to win the game? Is it under Shock and morale (section 17?). No actually it is buried as a smaller heading under FUBARs in the Command And Control section on page 28 (S7.7)

Mechanics 4/5


There are some truly elegant mechanics in the system especially the combat patrols which nicely replicate fog of war. It is one of the few WW2 games I’ve played where you really don’t know that the opponent is up to as until they deploy onto a combat patrols you have no idea what is probing forward, or possibly flanking your force. It forces you to invest time and resources (orders) to counter such probes into your position, or to probe the enemy positions. I can’t say enough about it.

Similarly the obscured/cover mechanic of simply if I doubt roll a die to determine of the target is spotted (not considered obscured/ in cover) simplifies things and also determines which line on the “Morale Test/ AT damage tables) keeps things simple. I like simple!

The orders mechanic is great too, it creates a great feel for the game and suddenly the game focuses on a small apart of the table at the detriment of other areas. Not being able to do everything means decisions matter. But at the same time being able react to opponents moves allows for a nice amount of fluidity that make sit much less of a straight forward IGOUGO style of game.

What stops me giving this a 5 is the sometimes less intuitiveness of some of the mechanics such as the less than elegantly worded 14.8  Table 5 Anttank damage table (why to simply call it the armour save table FFS!) where rolling low is good 9unlike everything else in the game!)

 Playability: 5/5

I love the way the game unfolds and the fog of war aspect the Combat Patrols give the  game. It feels right both period and the games don’t get state. I always enjoyed running infantry armies (aggressively) in FoW but with each iteration of FoW rules it got harder and harder to run an infantry based force. Same with Battlegroup, in my limited games of Battlegroup so far infantry seems a waste of time and far too vulnerable. I think Dave has got a nice balance with the robustness/ survivability of infantry in O Group vs artillery, guns and tanks.

 Historical feel: 5/5


I like the feel/vibe of the game. It feels right for WW2 and battalion sized gaming. Each turn there are multiple decision points and there never seems to be enough orders to go around. Vehicles tats are pretty standard with regards to a Sherman III vs a panzer III or Panzer IV. Nothing jumps me out as a bit of WTF were they thinking.

Furthermore, the game rewards using proper infantry tactics, and these are somewhat baked into the game.

Overall Score: 25/30

 Final comments

Don’t let my petty gripes put you off. This is an elegant game that rewards use of WW2 tactics. So far all our games have been very enjoyable, close and luck has swung one way then another.

The thing I love about O Group is that it is the infantry focused style of game I loved in early FoW but that ruleset evolved further and further way from as it became more popular. O Group feels right for the period for me and I love the fact iinfantry matters.

So, I am having an absolute blast playing O Group and can’t recommend it highly enough, especially if like me you like infantry centric style of games.  The orders mechanism and Combat Patrols make it fantastic and it plays really, really well. It has given me an excuse to dive back into 15mm WW2 gaming after more than a decade.

 Craig

 

Sunday, April 6, 2025

O Group Scenario- Crossing the Rapido

 36th Texan Division vs the 15th Panzer Grenadier Division

I've been working on some scenarios for O Group centred on battles in the Italian Campaign. The first one is base don the crossing the the Rapdio by the 36th Texan Divison in January 1944. 

Background

By January 1944 the US 5th Army under General Mark Clark had reached the German ‘Gustav-Line’ defences along the line of the Garigliano river.

In the stalemate which followed the Allies sought to establish a bridgehead on the north side of the river and force a way through the German defences. The Germans were in well prepared defensive positions on high ground overlooking the Americans and believed that they had an excellent opportunity of inflicting a telling blow upon the Allies.  

21 January 1944

On the night of the 20-21st of January the 141st and 143rd regiments of the 36th (Texas) division attempted to cross the Rapido river and establish a bridgehead on the northern bank near the town of San Angelo.

The attacks started with the 36th Infantry Division firing an artillery barrage of 31,000 rounds on German positions which resulted in only negligible damage. Feint attacks were conducted by the 34th Infantry Division were conducted further to the north near Monte Cassino to divert attention from the main advance. 

Mission

The Americans must establish a bridgehead across the Rapido river.  To do so they must have at least an infantry company firmly established on the northern side of the river at the end of the game of have inflicted 3 FUBARs on the Germans and forced them to retreat off the table.   

·       If the Americans capture both sections of San Angelo they automatically win the game.

·       Capture of each farm counts as 2 casualties towards breaking the German force.

The defender wins if they inflict 3 FUBARs or prevent the Americans from achieving their mission objectives.

The game ends after a maximum of 16 turns

Deployment

The Americans start on the southern bank of the Rapido. Armour and vehicles cannot cross the river.

Infantry are assumed to cross in assault boats (can use actual models if available in your model collection).

Initial US combat patrols and company HQs must start on the southern side of the river.

Once a company HQ is established on the northern bank of the Rapido combat patrols can be deployed within 18” of the company HQ as per normal rules.

My table 


Orders of Battle

American OOB

The Americans start with 23 point force based on a rifle battalion.  They can include vehicles and AFVs but these may not cross the Rapido River (tanks can offer fire support from the southern bank of the river).  The American’s can have a maximum of two Sherman and/or M10 platoons. US equipment chosen must be appropriate for January 1944.

German OOB

The Germans start with a 10 pt infantry or panzer grenadier battalion. The Germans may field a worn battalion and if they do so then they get 2 free hasty minefields.  

The only armour available to the Germans is a platoon of panzer IVs which are in reserve and can only arrive on table when dawn arrives on the battlefield (these are not included in the initial German force of 10 pts).

Special Rules

Battalion O Group dice: The Americans start the game with 9 O Group dice, the Germans start with 8.

Opening barrage: If running a worn battalion the Germans ignore any opening barrage casualties.

German Panzer Reserve: A panzer IV platoon is available from first light and must deploy/start the game in San Angelo.

Night Attack: The river initial American assault takes place at night.

At night all targets count as obscured no matter if they are in cover/terrain or not. Units that did not fire can only be seen a maximum of 20” unless they fired in their previous turn. 

Spotting dice

Units are spotted on a following:

0-10”      4+

10-20 “   5+

20”+       6+

Obscured

At night all targets count as obscured no matter if they are in cover/terrain or not.

Max range

Units that did not fire can only be seen a maximum of 20” unless they fired in their previous turn.

Direct fire to hit penalties

-1 to hit target at night with direct fire

Artillery HE penalties

-1d6 firing at night (represents not being able to see target accurately)


Dawn: From turn 6 onwards roll to see if dawn arrives. On a 4+ it has and normal visibility rules apply.

The Rapido River: The river is impassable to all vehicles and gun teams such as antitank guns. Ther is no penalty for infantry teams crossing the river (they are assumed to be sing assault boats).

Defences

The Germans can start with 1 platoon and 1 weapons team section dug in. These dug in positions cannot be placed within a BUA. If a dug in/entrenched platoon is placed in ambush the trench is also concealed.

The Germans also start with 2 hasty minefields the locations of which are noted by the German player. 

Artillery Missions

·       The Americans have 3 artillery missions

·       The Germans have 1 artillery mission.

Terrain

San Angelo is considered a two section BUA and is elevated.

Farms: The two farms are not considered elevated and count as single storey buildings only.

High ground: Units on the hill/ high ground count as in elevated terrain and is considered higher than woods or buildings below.  

Orchards: LOS passes through but not out of the far side. They are classed as cover.

Rapido River: Is impassable to vehicles and gun teams such as AT gun. Infantry crossing the river roll 2d6 for movement and take the highest dice roll.

Fields: The area consists of a number of fields which are classed as cover but do not block line of sight.

Walls and hedges: Offer cover to units behind them or against them. Vehicle against a wall or hedge can see through to shoot.

Fortifications

Trenches (p47)

-2d6 damage to troops in foxholes and trenches.

Hasty mines (p49)

4” x 1”

Not placed on table but location noted by defender.

When an enemy unit enters a hastily mined area roll 5d6 for shock. 1 shocker per 4+.

Hasty mines only attack once and are removed.  


Historic Outcome

143rd Regiment

On the night of the 20th of January the 143rd regiment attacked north of San Angelo on a one battalion frontage and managed to get most of a battalion across the river by morning. However, the 1st  Battalion of the 143rd regiment found itself in a pocket which was subject to interlocking German machine gun fire with the river to their backs. Enemy tanks began firing on the American positions from San Angelo so to escape being wiped out completely the battalion commander ordered his men back across the river.

A renewed attack on the night of 21st/22nd succeeded in getting two and a half companies of 2nd battalion across the river and a couple of footbridges were established. The Texans were to endure ferocious fire during the 22nd and tried to hold onto their shallow bridgehead across the river.

Sources

Ellis, J (1984), Cassino The Hollow Victory, Aurum Press

Plowman, J & Rowe, P; (2012); The Battles for Monte Cassino, then and now; Pen and Sword Books ltd

https://www.texasmilitaryforcesmuseum.org/36division/archives/rapido/rapido2.htm

WW2 TV: Sacrifice on the Rapido https://www.youtube.com/watch?v=nxVaxRPT4d8