Continuing the AP Direct Fire example from the Basic Game, everything remains the same with the exception of the Hit Angle, Hit Location and Damage determinations. It is determined that the M2A1 Bradley’s Rear/Side Hit Angle is applicable [in the Advanced Game there are four hit angles (six when including the mirrored right and left sides)].
Category Archives: Examples of Play
MBT Example of Play (Part 1): Basic Game AP Combat
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The following is an actual example of play from the MBT rulebooks. It has been annotated with additional notes to help with the gaming mechanics and terminology.
Silver Bayonet Example of Play
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The following example of play is not based on any particular scenario. This is the same example which is available in the rules for Silver Bayonet which can be found, along with the the player aid cards and other resources at the Support Site.
Silver Bayonet Example of Play
This example of play, while not intended to be comprehensive, will cover most aspects of the rules. The decisions which are made and the actions which are taken are not, necessarily, the best ones. They have been chosen to highlight various rules as we follow through the Sequence of Play.
Taking a look at the situation, we can see the PAVN closing in on the garrison of Duc Co (3 x CIDG [1 x Fatigued] and DELTA). Some elements of the ARVN 3rd Armored Cavalry Squadron (HQ/3, 1/3, and 2/3 [Fatigued]) are operating to the south of Duc Co along with the Fatigued 6th ARVN Airborne Battalion and Lt. Col. Truong. One CIDG Patrol, from a previous turn is already on the map. Note that several of the units are Fatigued.
There are three PAVN battalions lurking in the jungle although the FWA player doesn’t know that because they are all under Hidden Movement markers. Those markers could all have units in them or they could all be Dummy markers. Of course, for this example, we know some of them are not Dummy markers.
A Walk in the Sun: Scenario #5 After Action Review from Silver Bayonet
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Once again we find ourselves deep in the jungle basking in the sunshine and tropical weather. This scenario, #5, depicts the ill-fated journey of the 2/7 Cav (along with elements of the 1/5) as they humped overland from the aftermath of LZ XRAY to a new landing zone, LZ ALBANY, a few miles away.
The torturous terrain combined with a severe lack of sleep and some command issues resulted in the cavalry troopers paying a heavy price as they were ambushed during their walk in the sun.
[NOTE: These examples don’t, necessarily, show the best tactics to be used. They are for illustrative purposes.]
The Drang River Valley (LZ MARY): Scenario #3 After Action Review from Silver Bayonet
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Following the recommended order of scenario play, the first is #6 Tea Time, we come to scenario #3 LZ Mary. This scenario depicts the night ambush conducted by A/1/9 and some CIDG Strikers on the NVA 66th Regiment as it was moving into the Ia Drang Valley as well as the subsequent NVA counterattack.
[NOTE: These examples don’t, necessarily, show the best tactics to be used. They are for illustrative purposes.]
Tea Time: Scenario #6 After Action Review from Silver Bayonet
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Here’s an AAR of the shortest scenario in the game: #6 “Tea Time”.
This scenario simulates the night attack by the VC on the Brigade HQ. The HQ was lightly defended and cooks, clerks, and other “ash & trash” were pressed into service as riflemen. The HQ was saved, but that safety was bought dearly.
The Brigade HQ sets up in 3909 along with B/6/14 Artillery Battery. The VC set up in the hexes indicated by the Assault markers. I’ve spread out the units so you can see who is involved. The FWA also start with 10 Air Points which represents the HH-1 Aerial Rocket Artillery helos which were operating out of the HQ.
Setup rules indicate that the PAVN player must place at least one Assault marker. He places three and declares which units are Assaulting. Note that, although there are eight stacking points of units available to the VC, only four stacking points may actually Assault a hex. In this case, the bigger H-15 Main Force companies (2-3-9s) will do so as there are four of them and each is one stacking point.
MBT Initiative Example of Play
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In MBT, players manage the flow of the game through control of the initiative. It dictates the course of action for the current turn. Who controls it is determined during the Initiative Phase.
Initiative works hand-in-hand with command and control. Both relate to the management and sequencing of individual units. However, because the Command Phase takes place before the Initiative Phase, players must make their command decisions without the advantage of looking into a crystal ball as to the order of execution.
Play in MBT unfolds sequentially. The combat and movement phases are divided into First and Second player steps. There are also simultaneous actions, but those do not have First or Second Player as part of their Phase or Step. These actions are resolved in any agreeable order.
In combat, the First Player executes and resolves his actions and applies all results before the Second Player does the same. When moving, the Second Player moves first, followed by the First Player. In goes without saying that shooting first and moving second affords a distinct advantage.
In the Basic Game, determining which side controls the initiative is a simple head-to-head unmodified roll-off. Players roll off percentile dice (two different colored d10s) with the winning side controlling the initiative in the role as the First Player. There may be some occasions where it may be advantageous to move first as the Second Player, but those situations are the exception.
Superior forces should more often than not find themselves controlling the initiative. This really comes more into play in the Advanced Game where the two forces receive positive or negative die-roll modifiers awarding superior forces an advantage. Through this, they are more able to dictate and control the course of battle. However, as with all things in life (and war), there are no guarantees.
Typically, initiative is a force-wide consideration. An optional rule, Staggered Initiative, expands the process by determining the initiative on a formation-by-formation basis. Forces with two or more formations will execute their combats by one formation followed by another friendly formation or by an opposing formation. This twist adds even more uncertainty and fog of war to the action. Movement is then executed in reverse order by the same formation by formation sequence or players may streamline the process and use the overall Second Player/First Player movement order.
The MBT scenarios add some additional twists when determining who controls the initiative. Modifiers may be applied based on the arrival of reinforcements, morale situations, or when having won the initiative the previous turn thereby simulating momentum.
Note: All counter images are the actual components from MBT.
Panzer Series Support Site: FYI, if you want to get to know more about the Panzer/MBT series, there’s an excellent gamer-created (Thank You, Fernando Sola!) support site (with scenarios, variants, AARs, etc) for Panzer here: The Panzer Pusher Enjoy!
MBT Command and Control Example of Play
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Command and control is a common element of most tactical games for good reason. Force management is a necessity to properly model low scale combat where each counter represents just a single unit up to no more than a few, not to mention supporting infantry units. It basically comes down to who can do what and when. Its modeling can take different forms, e.g., command points, chit pulls, or cards.
MBT is no exception. At its scale, with each counter representing a single vehicle, aircraft, towed gun or infantry squad, half-squad or section, command and control is an integral part of the game.
MBT Artillery Example of Play
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Since it first arrived on the battlefield in the 12th Century, artillery has played an ever expanding role. This no less the case on the modern battlefield of 1987. Whether employed off-map or as on-map fire support, artillery assets are a major facet of MBT.
In game terms, artillery comes in two flavors: individual on-map mortars and self-propelled guns and off-map artillery batteries, which represent a group of guns of various calibers modeled as light, medium, heavy and super heavy. Not limited to just smoke, illumination and high-explosive shells, the modern battlefield includes specialized ordnance. If available in a scenario, players may also choose from cannon launched guided projectiles (CLGP), e.g., the US M712 Copperhead, improved conventional munitions (ICM), and artillery delivered mines (FASCAM). Also keep in mind that where there is artillery there is also the possibility of counter battery and counter-counter battery.
Illustrated Example of Play #1: Anti-Tank Ditch Crossings and More
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Historical Situation, Yom Kippur War – At 2 PM on October 6th 1973, the Syrian army and air force launched a massive assault on the Israeli occupied Golan Heights. Three Syrian infantry divisions, bolstered with an armored brigade, assembled close to the border. In the rear, two powerful armored divisions were ready to exploit any breakthrough made during the initial assault. Their goal was to retake the Golan which they lost to the Israelis during the Six Day War of 1967. The attack, which was coordinated with the Egyptian assault across the Suez Canal in the Sinai Peninsula, took the Israelis by surprise and they had only two armored brigades defending the Golan border. Along the length of the Purple Line (1967 Ceasefire Line) the Israeli army dug an anti-tank ditch and built seventeen strongpoints to serve as a major obstacle to a possible Syrian attack.