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No worries, @rastamann , and thanks for the reply.
Yeah, I know the feeling. I have the rules for FFoT but haven’t tried it yet. Again, my 6mm force is,well, nonexistent. 🙁
Man, sounds like you save some pretty sizable forces, even considering this is a platoon based game (?) you’re describing an awful lot of miniatures. I like how you have so many NATO armies represented, and a choice of using either T-72s (Northern Group of Soviet Forces, Central Group of Soviet Forces) or T-80s (Group of Soviet Forces in Germany).
And good call on the mention of the T80U’s missiles. So many times people forget that these Soviet MBTs have a limited ATGW capability, starting (I think) with the T-64.
Your World at War game almost sounds like the Battle of Langen Gap out of the Team Yankee Novel. We go over this in much more detail in the Team Yankee series we did a while back. But as you probably know, US companies are organized into pure tank or pure mech OOBs, only when they go into the field for maneuvers, exercises, or even combat … does one company in each mech battalion and each tank battalion swap one platoon of tanks and mech infantry, so each battalion has a tank-heavy “team” (modified company, the way a “task force” is a modified battalion) and a mech-heavy team. These combined arms units are of course much more flexible in actual tactical ops, as we see in the novel. This is how a “tank company” winds up with a mech platoon,as you describe. The ITVs come down from battalion or regiment.
Panzer Leader has some issues, I’ve always admitted that. Most people who play “Panzer Leader” nowadays will you t hey’re really playing The Arab Israeli Wars with a WW2, Cold War, or Moderns “skin” over it. But you’re right, you’re still relying heavily on the Weapons Effectiveness Chart, a Combat Results Table (“Kill Chart”) and especially a Unit Function Table for specifics like split move and fire, mounted infantry fire, overruns, CAT, carry, wheeled vs. track movement rules, amphibious, and a slew of other “special rules.”
I’m not familiar with the systems you describe, but I have seen some games that really do try to cram everything on the counter. They either wind up with large counters (which means large hexes, which means fewer hexes on the map, which in turn means very abstracted-design map sheets) – or oversimplified game play – or the counters are a confusing mess that I needed reading glasses to read. 🙁
But again, I certainly haven’t seen everything. That Naval Command game sounds interesting. We’ve been talking about modern naval warfare gaming in connection to possible Falkands 1982 content, the problem there is the b est candidate so far is Harpoon, which is a great game, but VERY heavy and basically impossible to do in miniature. Even at 1″ = 1000 yards, I guess that would make it 1 : 36,000 … I literally had to play the game on my dad’s tennis court once.