I'm putting together a scenario based on The Tenacious Spy, the story of a Canadian major attached to the British army who spent a year with Tito's forces battling the Italians and the Germans in Yugoslavia. A lot of the partisan activity occurred after dark. The scenario I'm massaging would see the partisans attacking several Italian patrols after dark. But does AAM have night fighting rules? I'm thinking that there would be no firing at long range -- that neither side could become a target until in medium range, although medium range can vary by the unit. Thoughts?
Those who don't remember their history are bound to do something or other...
Back in 2009 I designed a series of scenarios depicting the Royal Hungarian Army's role in Operation Barbarossa in 1941. For the seventh scenario entitled Defending Zaporoahye Island I created a Night Time Visibility Chart. Soviet forces are assaulting a Hungarian held island. They begin their attack at night in an attempt to cross a river under the cover of darkness.
Using this chart you could depict a night time action starting at dusk, going through the dark of night and back to dawn. Or start at night and fight the battle until dawn breaks. You can find the scenario and the chart here:
Cool. Thanks. I wasn't planning to have this scenario run all through the night. It's a hit and run by Tito partisans against an Italian patrol and position. But I can see that VL 3 would work well for what I want to do. I'm surprised that night actions were never part of the original rules set, as they were common enough in every theatre.
Those who don't remember their history are bound to do something or other...
The visibility chart is usable in several ways. For your particular scenario you could start at the number 15 (total darkness) and then work your way backwards to 1. The concept behind the chart is that neither side knows how soon dawn will occur. Obviously the partisans want to have darkness throughout their attack while the defending Italians want daylight to come. Of course, this is your scenario, so you can do as you please. I'm simply tossing in my two cents to your query on night time combat rules. Night battles did occur throughout WWII. But if you didn't plan ahead of time, you could end up shooting your own soldiers in the confusion. Rarely did either side run truck convoys at night, let alone through an area known to have partisans running around.
In my opinion it was more likely that a partisan force would hit an outpost at night and then retreat before full daylight arrived. Convoys usually ran in the day time. But I could see a situation where a truck convoy with needed supplies is trying to arrive at an outpost before night fall. So the convoy could start at one end of the map and the outpost at the opposite end. The partisans start somewhere in the middle perhaps hidden until revealed. Axis objective is to run X number of trucks to the opposite end of the board. Partisan objective is to destroy as many trucks as they can and inflict as many casualties as possible to enemy units. Axis side would have the option to send out help from the outpost to defend the convoy. Perhaps the Axis side can earn points for partisan units destroyed to off set the loss of trucks. After all, the Axis side usually wanted a pitched battle because they usually had the superior force while the partisans only wanted hit and run.
This is just me making suggestions, not telling you what to do for your scenario.
Here is a direct copy and paste from the scenario seven's special rules on Night Time Combat and Illumination Flares. It may reference some things about my scenario, so just ignore that part.
Night Time Combat - This AAM scenario is a river assault that starts in the middle of the night and progresses to full daylight. Use the Night Time Visibility Chart provided to keep track of the current Visibility Level (VL). Place a token on box 15 before the scenario begins. At the start of each turn, the Allied player rolls four dice. For every “success” (a roll of 4 or higher) advance the token one box backwards on the track. Where ever the token ends up, check the information on that row to determine the maximum range a unit can fire and move normally for that turn. Once full day light is reached, it remains there until the scenario is over.
Units that have a speed higher than the current VL may attempt to keep moving. They must make a movement roll for each hex they advance into beyond the current VL. Once a unit fails a movement roll, it can’t make any more attempts to move in that phase. As long as the unit keeps making successful movement rolls, it can continue to move up to its maximum speed. These movement rolls are for hexes entered, so you don’t make two rolls if a terrain hex requires double movement.
During the assault phase, units can fire at targets up to the current VL without any penalties. Units beyond the current VL can still be targeted, but at a penalty due to poor visibility. Check the VL chart for that turn’s current level of penalties. Basically, a unit suffers -1 per die for each range beyond visibility. For example: if the current visibility range is 2, any targets at range 3 or 4 hexes would be -1 per die. Any target at 5 or more hexes would be -2 per die. Penalties listed are not cumulative.
A unit firing in the dark makes itself an easier target for enemy units to target it in return. Any units beyond the current VL that fired in the previous assault phase of that turn can be targeted at a bonus of +1 per die. This bonus doesn’t apply to units within the current VL. Note: Mortars would not able to hit targets at long range if they suffer the -2 penalty unless that target fired in the last assault phase. When using a spotter and indirect fire, use the distance between the spotter and the target to calculate the VL penalty. Apply that penalty to the indirect fire weapon’s dice roll.
Illumination flares – Each Axis officer gains this one-time special ability for use in this scenario. Instead of using his normal attack value, an Axis officer can attempt to mark a target using his flare gun. Verses soldiers – short range 7 / medium range 5. Verses vehicles – short range 9 / medium range 7. Max range is 3. The officer must score the equivalent of a disrupt verses the target unit. A successful hit marks that unit for the duration of that turn only and does no actual damage or disruption to the unit. Use a token or extra die to mark that unit as being illuminated. Other Axis units may now fire at the marked enemy unit with no penalties. Other enemy units in the same hex are not affected.
Very cool on the night rules. I also wonder if you could do something similar to the long distance search checks in W@S - to determine whether the unit is spotted or not. And then the Spotter units could have +1 on their search check rolls like they are a patrol bomber.
There is a simple set of custom cards for period of day credited to Denis from this forum.
Dawn- LOS-limited to 8 hexes Day- no limitations Dusk- LOS-limited to 8 hexes, no aircraft, paratroopers cannot jump Night- LOS limited to 4 hexes, -1 on each attack die (not indirect fire), no aircraft, paratroopers cannot jump
He also created six weather conditions.
These were available on the forum somewhere, I printed a copy a few years ago.
Hey my great uncle Charlie dropped with the first Canadian paras on D-Day and was one of the first allied units to land in France. Thanks to night operations the entire Anglo/American landing was a debacle with units widely scattered and many troops killed or captured. Charlie was wounded and evacuated by morning. When he was taken on strength 3 weeks later his company was in the same spot and all the guys he knew were dead.
I didn't make the card but I think a D-Day scenario could have an exemption.