Welcome to Platoon Forward!

Welcome to the site where the story of the battle is as important as the battle itself. Here we will focus on men thrust into extraordinary situations of life and death. They must lead other men with duty and honor to meet their countries objectives. Some will be blessed with great skill, some will carry great shortcomings. No matter what nation, no matter what war, no matter what theater, they are all called to move their Platoon or Squadron forward!

These are their individual stories as played out using my various campaign rules . Hopefully these stories will entertain and inspire you to use your own troops, airmen and sailors to accomplish your own great heroics.

Monday, March 10, 2025

Back to Basics with PBI, PF and the Marines on Guadalcanal

 I really enjoyed my last several missions with the Headhunters.  The rules worked smoothly but it really was the story that sucked me in.  Enjoying that and talking with Jack made me realize that in my quest for an ideal ruleset I have strayed from what this blog was originally about; stories.  The quote from Eisenhower in the banner sums up why I play games.  

 

First  a good book alert which is how I got inspired into this theater.

I knew a fair amount about Guadalcanal but this book really goes into the politics just enough [ did you know the reason the marines didn't have M1s at the beginning of the war?  I thought it was because the army took them all.  Nope, Admiral King didn't want to spend the money when he had tons of perfectly good Springfields already in stock.] and really covers the Japanese thinking.  It also covers New Guinea, Aussies and the environment.  

So I rolled up a marine company using Platoon Forward.


 At this point I am not keeping track of every squad leader; just those very good or bad.  As the company progresses most of those will be filled in.  

So PBI will be the tactical game engine.  I have modified activation for good/bad leaders and modified morale checks.  For the morale checks instead of units leaving [ which makes sense if you want a quick  game] units will retreat and drop a morale grade.  I can't have my marines just up and leave!  I need my officers to have a chance to heroically rally them!    Jungle counts a very good cover. 

So Capt Stein's company lands on the 'canal and they are placed in the expanding perimeter. To get some experience on operations Stein is told to send a raid to a hill that intel this is occupied by enemy. 

 [ I put the marines on defensive and rolled for a mission.  I got Raid.  I rolled the mission up as per PF.  After experimenting what I have found is that even at this level keep the "A" blinds as squads.]  

As Stein if fickle I rolled randomly to see which platoon would go and 3rd platoon with  Lt Stevens, his best PL and Sgt Adkins a sharp SL.  Gunny Walters is itching to go so he will tag along. 

Our main character, L to R Sgt Adkins, Gunny and 2Lt Stevens.


 

Though marine platoons have 4 squads with a BAR squad as the 4th; Steven's only takes 3 squads.  As Stein doesn't want this patrol to fail and men need experience he adds a LMG and mtr.  Steven's attaches both of these to Sgt Adkin's squad as he plans to use 2nd squad as his base of fire. [ Note: as marine (and Japanese) squads are large I normally have the first squad of each platoon have 4 bases not 3.]

The map.  Jungle, mixed terrain and orchard.  Jungle is good cover.  Mixed terrain is fair and can see two squares through mixed.  Each "square" is a 4 hex grouping.  Enemy blinds are green/red markers per PF.  Blinds are rolled up per PF table with the exception of # 5  on the "A" table result is now read as the # 6 result thereby eliminating half squads showing up.  # 6 now is part of the #7-8 result which means a squad is placed there.  Target hill is in the middle of the board.

Steven's plan is to go up through the jungle on the left and hook towards the hill.  Adkins will set up in the tall grass and provide suppressive fire as needed.  If no resistance is met he can advance. The one potential fly in the ointment is if the Japanese have something on the hill at the top of the picture.  Lt Stevens suggests that Gunny stay with Adkins.  Gunny politely declines. 


 the marines enter the jungle and contact is made almost immediately.  Sgt Adkins set up in the grass and can see the target hill is empty of troops.  

The fighting is close and Steven's can't tell who is winning the firefight.  He asks Gunny to go back and bring up the Bar squad through the grass to flank the jungle...

Gunny brings the men up ready to make a text book flank attack when suddenly the jungle erupts in front of them.   The firefight is brief...


 

the bar squad is cut down in the heavy grass.  Gunny Walters braves the fire to drag wounded back to safety again and again.  [ In PBI if the platoon takes 4 casualties you have to take a morale check.  This can be mitigated by spending action points to tend to the wounded; very cool.] 

As if things couldn't get worse...


 those annoying knee mortars start dropping on Sgt Adkins.  A lucky shot takes out the LMG! 


There is a fair amount of time to go but Steven's has lost a squad and his LMG.  Time to Gung Ho!


 
Lt Steven's leads a charge on the first Japanese position.  It is successful but 3 marines go down. [ 1 base].   

He has ordered Adkins to move up and engage the Japanese in the Jungle but Adkins takes casualties doing so.  With morale faltering, Steven's must admit he will not be dislodging the Japanese today.

Great game that I didn't think the marines would lose.  I guess I should have given them all 4 squads.  

Post game Cpt Stein is disappointed but Walters backs Stevens tale of events.  The SL of the Bar squad was KIA so he is replaced by the ASL, LCpl Falsh who will start out poor.  3rd platoon has a -1 towards Lt Stevens now but everyone think Gunny Walters walks on water after the story quickly spreads of his courage under fire.  

Really enjoyed it and PBI worked well.  It certainly felt like the Pacific.

Enjoy

Joe 


 
 


 

Wednesday, March 5, 2025

The Headhunters go hunting again

 As a follow up to last post I ran another mission with my P-38 squadron the "headhunters".  If you read last post that will catch you up on the drama.  This is Capt Strong's first mission as the commander.  Col Birch sends him out on a fighter sweep; nice and simple.  They are down to 5 pilots and plus Smally who is injured so pickings are slim.  Strong picks:

Capt Strong         Veteran    3 kills      connected

          2Lt Bone Nixon   Scholarly      Average       Dead eye

Lt Porky Greenway   Veteran  1 kill    aggressive

          2Lt Chip Peters    Jovial      Rookie      Dead eye

 

Flying over the Bismark sea Greenway spots a large collection of planes ahead.   As the flight investigates they find Betty bombers on the way to do mischief.  [ Rolled up fighter sweep, then operational bombers.]


 The Headhunters have the initiative.    Capt Strong decides he and Nixon will go for the bombers while Porky will climb and take care of the Zeros.  Strong, looking to make a splash as a commander, tells Nixon that they each will go after a bomber then join up after the pass.

The plan works for now.  Nixon takes out a bomber while Strong lightly damages his.  

[ Note, I know these are not Bettys.  They are Nells.  They are close.]

Porky climbs and manages to damage the lead Zero. But the second Zero makes an unusual high speed pass at Porky...

and gets a lucky hit.  Porky screams as flames shoot around the cockpit but manages to bail out safely. 

The third Zero dives down to protect the bombers...

and latches on to Nixon's tail.  Fortunately his P-38 IS rugged.  

As Strong turns to go help his wingman...


 

he quickly finds a zero on his tail as his plane takes damage.  Maybe the plan to spit up wasn't so great after all!

Meanwhile up high, 2Lt Peters is still in shock by Porky's ill luck.  A one on one duel between a green P-38 and a seasoned zero ends up...


  like we expect.  Unsupported, Peter's is shot down quickly.  Fortunately a chute is sighted.  

So Strong is not having a good day.  He has lost two planes for one bomber and he and his wingman have Zero's on their tails.  While the P-38 might be a dog in the air compared to the Zero it is a greyhound flat out.  He tells Nixon to run flat out ahead of the bombers and meet up.

It works as the two outrun the Zeros and get re organized into formation as they climb.  Capt Strong sees one more chance to seize victory.  A boom and zoom attack on the Betty's.  He informs Nixon and they go into their dive...

As Strong is diving he realizes his plane is too damaged for a B&Z.  He will have to settle for just the boom part.  [ he only rolled 5 dice instead of 6 and didn't have enough left over to climb.]  His attack damages the betty but it doesn't go down.   Meanwhile the Zeros have caught up.   The veteran zero pilot with 2 kills today decides to do his own diving attack...

out of nowhere bullets start to hit Strong's plane as a Zero flashes by.  His starboard engine starts to run rough; seriously!  Who is that guy?  

As Strong is trying to control his plane as second Zero shows up.  However, this pilot is a mere mortal and despite the damaged plane, Strong and Nixon...


 manage to keep him at bay.  

With a moderately damaged plane Strong and Nixon head for home.   

Strong makes it back to base but crash lands on the strip.  Not the way he wanted his first command mission to go.  Porky and Chip are rescued from the water however and will be back after 1 mission. 

Whew!  What a nailbiter.  I can't believe the lightenings got stomped.  It did show the rules off well though in that wingmen matter and speed is important.  

Post game Col Birch is clearly disappointed and a bit worried.  Squadron cool goes down after a blip when Strong took command.  Col Birch threatens to shoot and then court-martial Lt Howard, the fickle maintenance officer for the squadron that can't seem to keep the planes running. It works as Howard has 2 damaged planes fixed pronto. Birch also secures a new plane that brings the squadron up to 6.  Nixon makes his roll for Veteran after downing a Betty and a new pilot joins this chaotic squadron; 2Lt "hot" Summer.  Unfortunately the nickname "hot" is a bit sarcastic as he is a bit inept as a pilot and barely made it through training.  But hey, a body is a body right?    

 Enjoy

 

Joe   


 

 

 

Wednesday, February 19, 2025

The checkered career of Maj John Lightning

 First, thanks to all you stopped by the table and played Boom and Zoom at the Williamsburg Muster last weekend!  Lots of fun and good feedback and it rekindled my zest to actually get the rules done.  Was so busy running the games that I only took one picture...


 Vals bombing a cargo ship off Guadalcanal.  She was damaged [ a bomb hit the bridge and killed the captain!] but managed to offload her supplies to the marines.  

One of the things out of kilter after streamlining the maneuver attacks is the wingman defense.  So I have played several Pacific battles where it is easiest to test wingman verses no wingmen.   That led me to my P-38 pacific squadron, the Headhunters!

I rolled this squadron up using Squadron Forward years ago and they are interesting.  They are led by none other than Maj Johnny Lightning.  Based in New Guinea, they are normally up against Oscars and Tonys so should do well.  The problem is they haven't.  Of their seven missions they have only won 3.  Their kill ratio is good but not great.  They have escorted B-25s twice and it has been a cluster both times. Few make it to the target to drop bombs.  The group commander, LtCol John Birch, almost sacked Johnny after the last B-25 raid for not "accomplishing the mission of protecting the bombers".  Birch flew the last mission with the squadron where Lt Adkins shot an Oscar off the LtCol's tail.  

The squadron morale is average but their reputation on base is terrible at -3.  Birch is prioritizing the other squadrons for parts and planes.  Needless to say, Johnny is on thin ice.  

Birch calls Johnny into his office.  Johnny, your mission today is to go to the north side of the island and bomb a small bridge that the japs are using to run supplies.  The B-25s can't hit it; too small.  G-2 thinks rockets won't work.  Load 250lb bombs and take out that bridge.  And Johnny, no excuses!

[ Rolled up a fighter bomber mission with target of bridge.]

The squadron only has 6 sat fighter so that is what they have to go with.  Johnny with 3 kills with fly top cover and take "Bone Nixon as his wingman.   In charge of the bombing flight will be the senior Lt, Paul Browne.  Paul is obnoxious but he is steady.  He had 3 kills in P-40s prior to coming into the squadron.  Lt Porky Greenway will lead the other bombing element.  Porky has grown up in the squadron and is now a veteran with 1 Oscar to his credit.  The two wingmen will be the new guys Smally and Peters.    Smally has been in some scrapes but just isn't catching on.

Top Cover

Maj John Lightning                 Veteran             3 kills

           2LT "Bone" Nixon             Avg

Bombing flight

Lt Paul Browne                        Veteran             3 kills prior

            2LT   Max Smally         Green

Lt Porky Greenway                  Veteran             1 kill

           2Lt  Chip Peters             Green   
 

 

Things go well until 8 minutes out from target.    Johnny sees a glint of silver to his left; too late!


 6 Tony's bounce the formation!  Rats!

The Bomber flight is bounced.  Fortunately the P-38 is tough and no one sustains damage except for one Tony who latches on to 2Lt Smally's tail and chews it up.  Smally jettisons his bombs and calls for help.


 

Lt Browne might be obnoxious but he can't loose a wingman.  He drops his bombs and uses his superior speed to get a quick shot on the Tony's tail...


 and is rewarded with a stream of fire from the Tony!  First kill in a P-38 for Paul.  Smally is saved.  His plane badly damaged, he turns and heads for home.


 Johnny gets kill #4 up high!

Lts Greenway and Peters continue towards the bridge. 

Browne needs to buy Smally time to get away so charges at 2 Tonys even though he now doesn't have a wingman.  


 

Unfortunately a Tony [flown by an ace] quickly latches on Browne's tail.  The P-38 takes hits but keeps chugging.  Meanwhile...

A Tony takes position on Porky's tail and starts to fire.  Loaded down by bombs Porky and his junior wingman can't do anything.  The bombs must go!  Without bombs...

Porky not only escapes but manages to damage his assailant.  


 

Unfortunately all the twisting and turning is beyond 2Lt Peter's ability to keep up.  He loses Porky.  Now both are without wingmen.  Things just got easier for the Tonys.   Meanwhile...

Johnny hears Browne in trouble over his headset.  He knows Browne doesn't have a wingman because he ordered Smally home with his damaged bird.  Browne can't shake the ace and now has a small fuel leak.  Johnny, ignoring the last Tony up high, goes and does a Boom and Zoom on the Ace attacking Browne.   He sees strikes on the Tony and fuel leaking but it doesn't go down.  Still it breaks off.  Browne is saved. 

Meanwhile...


Since Porky and Peters aren't fighting as a team they both get into trouble fast.  The ruggedness and the light armament of the K-61a's keep them in the fight.  

Suddenly...

The Tony left high by Johnny does his own B&Z high attack on Lt Browne.  No one really saw the attack but they do see Browne's parachute drifting towards the jungle. 


 As the fuel gauges move toward bingo Johnny catches up with the Tony and claims his 5th kill!  

Not enough fuel to get to the bridge and even if they did, they have no bombs.  Johnny hopes LtCol Birch understands that they had quite a fight on their hands!  They radio Browne's position and head for home.  

Johnny goes through in his head their success today.   4 Tony's down for the loss of Browne.  [ Plus he made ace!]   The ground folks should be able to find Browne.  Surely that is a successful mission?  Plus I am an ace now!

As they approach the field to land there is a still smoking wreck of 2Lt Smally's P-38 on the runway.  

[ He failed his landing roll.]  Fortunately his is only injured but the plane is a loss.   

In the debriefing room LtCol Birch is clearly agitated but congratulates Johnny on making ace.  He refuses to say the mission was a success.  "The mission was to bomb the bridge, not engage Tonys".  

Three days later Johnny is told to report to Gen Holland's office, the wing commander.  Lt Col Birch is also there.  "Johnny, you are a damn fine pilot.  We need your expertise up here at the wing helping us with training."  "But what about the squadron?" Johnny asks? I think Capt Strong is ready to take the reigns.  Report here tomorrow at 07:30."  

So Johnny is out and Capt Strong will take over the headhunters.  Johnny can still fly every third mission but will not be in command.  WOW!    I set AKOT at unlikely that Birch would relieve Johnny after the mission and rolled a "2".  I was shocked but how cool is that?  So now Strong has to get this group heading in the right direction but Birch will give him a lot of support.  Should be fun to find out what happens!

The playtest worked great with the wingmen rules as well.  You could see how the P-38s suffered without wingmen.     Getting closer to a finished product!

Enjoy

 

Joe


 


Thursday, February 6, 2025

Review of Poor Bloody Infantry

 

First for anyone in the Williamsburg, VA area I will be running two games of Boom and Zoom at the Williamsburg muster on 15 Feb.  It is always a great group of folks so come out and test drive the rules and tell me what you think.

Now for my review of Peter Pig’s 2025 version of Poor Bloody Infantry.   I could not find many reviews of the rules in any of their editions so hopefully this will help folks.  Martin has many good videos of many of the game mechanics at his Peter Pig Website.  Hence I won’t go over many of the nuts and bolts but give an impression of how they play.  First a couple of caveats:

I have played 4 games with the rules.  I think this is enough to get a feel for them but I have no doubt there are some subtleties I have missed.

All games have been played solo.

I have met the designer  years ago and have found him a pleasant chap.

Rulesets are subjective but when reviewing a ruleset it is important to understand what the designer’s intent is.  Otherwise a reviewer can have unfair complaints.  (If you buy a sports car you shouldn’t complain that there isn’t the carrying capacity of a SUV!)  Martin is very clear that PBI is designed for two players to show up with a prepared company of troops plus support, quickly generate a generic attacker/defender scenario and play to a conclusion in about two hours. 

This makes it different from every WW II set I have except perhaps Piquet.   Battlefront WW II, O Group, TW&T ect are all designed to have historical forces engage each other normally in historical type engagements.  I authored Platoon Forward partly to have a scenario generator to quickly generate 20 different types of battles to use with the above type of rulesets. 

So PBI is already different for me.  You need to build your company first.  The rule book shows you how to calculate points to build your company.  If you are familiar with platoon structure you can build historical platoons no problem.  If you aren’t sure you can buy PBI’s companion book entitled Company Architect.  This gives you a plethora of companies for not just for the major powers but all the minor ones too.  It also contains armor data and “asset” data which we will touch on shortly.  To be honest, I felt building companies “gamey” and time consuming.  After two games I just went with historical TO&Es.  That said, in going with Martin’s theme, it could be fun for some and would ensure an even “match”.

Once you have your company you pick three assets for the game such as “artillery” or “sniper”.  Then you start an engaging dice game called a “piggy chase” where you have to be the first player to roll a D6 sum to 36. The results of this game determine who is the attacker and how many platoons start on the board. This is a clever mechanic and  I think this would be a blast with two players.  As a solitaire player though it loses some zest.  

One of the complaints I have seen on line about PBI is that you can’t play historical scenarios with it; poppycock!  My 4th game with PBI was actually the bonus recon scenario from PF using a US armored infantry company with a section of Lee tanks.  I played solo and let PF run the germans.  The game worked fine.  So if you are a solo player or not interested in the above, don't worry.  You don't have to use any of it to play an actual game of PBI.  But if this interests you it is there and I haven't found it in any of the other rulesets I have.  

Germans facing my US armored infantry.  2 peter pig figures with 1 battlefront NCO. The game calls for 3x3 bases but any basing will work including pennies.  

The actual PBI game

The actual game itself is played on a 8x8 grid which turns a lot of gamers off but I have been playing hexes for over 10 years now.  I love the ease of movement, the distance is known and it is easy to position figures. 


 

PBI uses 6 x 6 inch squares.  For my games I used 2 hexes x 2 hexes.  At 15mm this gave me a ground scale of 1.5 times which I was pretty happy about for a company level game.

There are some idiosyncrasies with the grid such as infantry can't move diagonally but once you play the grid works well.

Your actual maneuver unit in PBI is a platoon made up of infantry bases of three men or 2 man specialty teams.  Martin states this is to help him sell figures; I appreciate his honesty!  This again is different than all my other games which are either individual figures, half squads or squads.  So most squads will be made up of two rifle bases and a LMG base.  The upside of this more granular approach is easier breakdown during casualties and you can split off a 3 man team to scout/draw fire if you need to. The downside besides more painting would usually be moving the figures but since we are using squares that are activated per square this downside disappears.  I actually like this approach.  My only disappointment here is the game doesn't emphasize the squad (or section for Martin) anywhere in the rules.  

My German company during the Battle of the Bulge.  Each platoon with three squads that will stay that way unless we assault.  3rd platoon armed with assault rifles! 
    

Combat is straightforward and is bucket of dice.  Each weapon is rated for how many dice it gets and you always hit on a "6".  You can choose to try to pin or go for the kill.  There is no "disrupted" state in PBI.  This takes a little getting use to but after a couple of games I like it. It plays quicker.  The system is clean and fast and there is a nod to some weapon differences such as the german LMGs being the best geting more dice than other LMGs. It can be very difficult to kill stands in the game which is realistic.  You almost always have to pin them first which cuts down on their return fire.  I do think there isn't enough pinning of troops but that is my personal opinion.  Assault is deadly and follows a similar theme. 

While you always hit on a "6".  Your save depends on the terrain in your square.  Buildings being the best; saving on all but a "1". 

Armor Combat  follows a similar theme.  Vehicles have an offensive value which equates to number of dice with "6s" hitting and then an armor value for saves.  Vehicles are stunned or killed.  It works well but I have been spoiled by Battlefront WW II's system which is slick.  

This M10 didn't roll any saves!
 

Command and Control  is done by rolling a D6 for each square.  This is modified by presence of an officer and distance to the platoon leader. This gives you the number of action points for the square.  Veteran troops get a +1 while raw troops get a -1.  This is a simple yet elegant way to model initiative.  Platoon leaders are important in getting troops to move and lay down accurate fire.  [Each square can fire up to three times.  Sometimes you need a lot of dice to hit.  That will cost you 3 action points my friend! ]  This is probably my favorite mechanic of the system.  Your platoon leaders will lead.  The company commander ends up running around the board boosting his commanders rolls.  This I am not as much a fan of as he should be directing the battle; moving only to steady a unit.   Overall C+C is quick, easy and feels like you are running the battle. 


 

A squad leader directs the squad. 

Favorite Points

Command and Control    As already stated, this is quick and easy and subtly shows differences in training.  Did I mention pinned troops have -2 APs?  Simple and models their slowness to do anything. Also important for folks like me that run Character driven campaigns this will be easy to play with so I can model Sgt Schmidt from 2nd squad or Capt Stransky from the Cross of Iron

Grid system   I like not measuring and the grid system also works to speed up the game.  It also leads to small firefights which are quick to adjudicate as they are between squares not individual bases. 

Combat System  Clean, simple and quick.  Needing a "6" to hit is easy to remember and the saves are easy as well.  After 10 minutes you should need no charts for infantry firefights- ever.  The results seem realistic except I still think it is too hard to pin troops.  I tested a house rule my last game which I will share here; each pair of "5s" rolled also result in a pin check.  Example,  I roll a 2,5,5,5,6.  The 2 is a miss and the 6 is a hit.  The pair of 5s result in a pin check which is adjudicated before I resolve the "6".  Martin would tell me this will result in too many pins.  YMMV.

End Game     At the end of your turn you roll a D6 which a running sum total is kept.  Once the total hits 36 the game is over.  Simple, quick effective.

These dice are showing 10.   My french have plenty of time!


Less Favorite Points

The pre game points and piggy chase are not great for a historical solo gamer.  That said I think for Martin's stated goal they hit the mark.  Also, in fairness, no other game has anything like this that I have seen so it really isn't a negative.

The Armor combat system.   It isn't bad just compared to the infantry system it feels clunky. It isn't any worse than O Group it just isn't slick like the infantry system. For instance I could see no mention of being hull down.  Also I have been spoiled by Battlefront WW II armor system which is brilliant.   I should add here that the C+C system for the armor is very good. 

                   I need at least 8 APs to take out both Lee tanks!
 

Overall 

Martin has well achieved his goal with a fun game that can be played in two hours using reasonable tactics between two players.  His pre game hits the mark for two evenly matched companies having a challenging game.  As stated it is easy to use this game for more historical engagements as well.  Clearly this is an infantry game with armor attachments. It is simple but not simplistic.  Everything is well thought out.  It is much harder to design a simple game covering a complex topic than a complex game. Simple, quick, fun!  It has become my go to for land actions.  I can give it no higher praise than that; bravo Martin!

 

Joe