Wednesday 23 November 2011

KAMPFGRUPPE NORMANDY AT 28mm


One of the most common questions I have been asked is why the game is 20mm (see earlier article for the answer), but I am aware that 28mm is a popular and growing scale to play WWII wargames with. Big battles at 28mm isn’t really my bag, although I do have quite a bit of 28mm stuff, mostly infantry, and enjoy the occasional infantry skirmish. When playing at that scale I don’t use tanks or artillery at all, so KGN would not be my first choice for rules.

That said, for those wishing to play the ‘big battle’ game at 28mm the rules will work just fine. Here are my tweaks and notes to alter the scale and give little more detail to the infantry.

Command and Control
Don’t change at all, it’ll work as written.

Movement
Don’t change at all. The distances are relative to the table size, and as such will be just fine. For detail with infantry movement, I’d rate a few more terrain pieces and obstacles as difficult ground for them, reducing their movement by a D6. So dense woods would be difficult ground, and bocage hedgerows would be linear obstacles.

Shooting
Ranges
When playing with the larger models the ranges on the weapons will seem very short. Double them all. So, Close assault range becomes 0-16”, Short range 16-32”, Effective 32-48”, etc.
This is going to close-up the ranges, and mean most of a tabletops engagements take place at close assault, short and effective range, unless you can play on a very larger table. This is fine, so the 28mm battle becomes a close quarters engagement, where infantry side arms have a more decisive effect on the battle, which befits the scale. 

Small Arms Firepower
The game rates all side arms, be they rifles, sub-machineguns, pistols etc as firepower 1. It just doesn’t worry about the specifics. In a game of tank combat this generalisation works fine, but when the infantry are 28mm tall and you can clearly see what they are armed with then it’s worth including a little more detail.

28mm Small Arms Firepower Table
                                       Firepower           Maximum Range
Rifle                                       1                             48”
Semi-automatic rifle1             1.5                           48”
Submachine gun                     2                             16”
Pistol                                     1                             16”
Assault Rifle2                        2/1                           32”
Light Machine Gun                 2                             64”
Medium Machine Gun            5                             64”
Heavy Machine Gun               7                             64”
1 For semi-automatic rifles round any fractions up.
2 Assault Rifles have firepower 2 at 0-16” and firepower 1 at 16-32”.

Indirect Fire
The 8” ‘danger-zone’ from Indirect Fire’s target point means these are very tight barrages at 28mm scale. Expanding it to 16” means that most of the table is in danger from a mortar barrage, and will mean that friendly fire becomes a common occurrence, perhaps so much so it’s not worth the risks. I’d split the difference and play with a 12” danger zone around the target marker for each stonk. That still makes it large and risky, but means you can sometimes keep away from your own artillery targets.


2 comments:

  1. Three of us played panther hunt with 1/35th scale figs on a 6x10 table - we all agreed it rocked. Speed of play a real winner for us. Scale wwas no problem - yes had a close up feel like some of the bands of brother episodes but really played with no problems. I think I scaled up measurements by 1.5.

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  2. I played my first game of KGN over the weekend using a modified Panther Hunt scenario. We used my 28mm collection and made no rules changes at all. It played fine! I might try some of your modified fire power ideas for the infantry weapons but I think the base rules are good as written.

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