First German WW2 infantry

So time to show off the first of my German infantry. You can see the basing and paint colours that I have decided upon for them. That makes this post the first to highlight this. I tried various colours but in the end went with the Flames of War recommended paints for the models. That’s for the uniform and helmets. I used my standard black and metals etc i did not need to buy any more paints for them. I tried various colours and was not really happy with them so decided to use these. They still look a little green to me but heck I’m sure that they know the right shades better than me. It does make the figures pretty plane but I guess that’s what they were like.

The movies tend to make the German uniform more grey than green – which is where most of my personal information comes from. But we all know how unreliable Hollywood is, so I need to really use other sources. The uniforms I have seen in museums often have a lot of fading.  Checking books and the Net shows this colour is fairly close to reality. So that’s why in the end I used it.I have 2 platoons of figures here – or nearly that as you’ll see a some of the figs have been put on smaller bases, but for this post I just have used the standard flames of war bases. They make a nice size for 5 figures and that’s a good core for most units.The basing style is a new combination for me. I tried a mix of various flock and static grass, mixing some very light colours with deep reds.. My idea was to give an impression of grassy planes which can even be close to English moors of the Russian step in the fall. This was done  especially thinking of the grasslands around Stalingrad and in the Crimea. I think this also looks ok for early spring work. I was concerned if the lighter areas would work out but I think it looks ok in the end. However, let’s be honest I’ll use these figs for all conflicts even the basing is slightly off for them.As mentioned I do plan on using these for German forces all the way from Poland through tot the fall of Berlin. In theory the colours and uniforms are mid war- 41 to 43 or so. But I doubt at this scale anyone will notice the green vs blue trousers for the early war. In the late war the cut of the uniform changes slightly and there were no Jack boots. Camouflage coats started to be issues a lot more as well. That said, the Germans did have troops with these standard uniforms right unlit the end of the war. So there is no great issue with using these all throughout the European  campaigns. Also as these are 15mm so I’m not really worried about those differences as it takes close inspection to see many if the differences..Much of the German kit such as the webbing was black or dark green so I used those colours. I have to say though that those colours do blend into the uniforms though. So it makes the details on the figs harder to see at normal table top playing distances. Overall, though I’m happy how these figures have come out.There are more to come as well but these should give you a good view of the force. In fact there are enough figs here for most games I want to play! 

Posted in 15mm, World War 2 | 1 Comment

The WW2 German project starts moving

As you may tell from this blog I usually do one ‘big’ project a year – thus trying to get a large army or force done. Then I do other painting projects to keep my from better ‘fed up’ with just doing that single project. This allows me to get things done and finish big projects but also keep the creative juices going with smaller one off painting project. So time to start a new big project – and this one is WW2 Germans in 15mm.

I have had this as a target as an army for <cough> 15+ years and slowly been building up the toys to paint. I have a large Soviet force for WW2 (Flames of War based with some individual based figs) so the first aim is to get a force to match that. With matching forces it’s much easier to get games etc. In the end I want my Germans to be able to be used for all the war – so yes that will need different armor especially and maybe even some guns but I think I can get way with the the same infantry for most of the war. I do have a platoon or two of individual based 15mm figs and a few vehicles already done and used for 15mm Bold Action – you can see them here.

So the first completed set I’ll show off on this new project are 5 Panthers and a couple of Stug G’s. These are all battlefront miniatures – the Stugs the resin ones from one of the old FoW starter sets and the Panthers from early kits – the metal and plastic combination kits.I don’t own or use an airbrush – I have enough trouble with standard brushes and the techniques. So all these are just old fashioned brush painted. The camo style is one I found online for some of the Kursk tank units. I’m not sure how long it really was used but German WW2 armor paint camouflage seems to have lacked consistency so this should be ok. I will continue to use this or variations of it for the late armor came for most of my force. I like the finished dirty look to the models as well. That hides any imperfections as well.

The paint scheme is different enough from any allied one. You’ll note that I decided not to use decals on the tanks. I find them fiddly and although more accurate they do limit the combination of tanks I can use. I might put some numbers on the turrets but likely won’t.The Stugs are significantly smaller than the Panther which you can see here, but I believe were a lot more common. Not as fashionable for gamers but more useful in a historical context. The models also have taken some damage over the years with their protective sides but I have left that rather than trying to repair it, I doubt any repair would hold anyway. So there we are. You’ll be seeing a load more WW2 15mm stuff in the coming couple of months as I slowly finish more of these.

Posted in 15mm, World War 2 | Leave a comment

To the strongest – demo game

can 150First, a Happy Canada Day from all of us here in Canada. Canada is officially 150 years old today (1st of July 2017) and that’s something to celebrate. As gamers and fans of history everywhere it’s interesting to look at such things and celebrate them. So raise a glass of your favorite drink to Canada and all those who have made it what it is today. Overall, as an immigrant to Canada I have to say I am happy and proud to be Canadian. You have respect what it has done both for it’s citizens and on the international stage over the years.

So, back to more usual content. Last week in the club Jahan ran his ‘to the strongest’ convention and intro game for us. It ended up with 6 players. It plays really well – he ran it twice at this years Hotlead and is a good intro to the game. He does not not use all the rules but simplifies the rules to make it even easier for him and the players. Lets be honest that’s typical when running the con game for lots of new players. With more of us playing now I suspect this won’t be needed as much in the future anyway. I have had these rules for a while and this has given me the kick to get into this game as well. This ‘starter’ game still gives a good intro to the game. So I thought I’d do a quick write up the game we played – as an intro to these rules and record of the fun. Note, as I mentioned I have been planning to play these myself and really am looking forward to the ECW version which the author is working on. My big collection of figs for that period cry out for a cool game to play in an eve.

All the toys were provided by Jahan. These were his 28mm Carthaginian and Roman’s and we fought a typical but fictional Punic war battle. I was controlling one flank of the Carthaginian’s – the Gauls. So I could let my berserker beard go wild so to speak. I had a two each of large units of infantry, medium cavalry and skirmishers under my command. Opposing them were some of those kill joy Empire building Romans. As this is Punic war period they are still in their ‘rebellious upstart’ period but really stretching their political and military power. Directly opposite my forces were 2 Roman legions (combined Hastati and Princepes) infantry units, 2 small ones (the Triarii) and then a single medium cavalry (Equitesand skirmisher unit (Velites). So a decent force of Romans.Of course this is all part of a larger battle. The Spanish were in the other wing of our army with the mercenary and Carthaginian spear in the center. The green tokens are missiles/shots available if you were wondering and we used red beads for hits on units. I believe all the missile troops in the game were using javelins in this game. Below you see a more focused picture of the starting forces on our side after the first turns moves. You can see the whole Carthaginian force surged forward – tactics what tactics… we just Charge!!!
The Romans moved in a more cautious and controlled manner. The mechanism of the game is simple in that you just pull normal cards from a double deck to see if you can do things vs. rolling a dice. To move you have a target number to get above. Units can move again if you get a card higher than the previous one to activate. Face cards count as 10’s and you can always go if you draw a 10. If you fail to activate a unit then your turn is over. So there is a prioritization and risk/reward on every activation. As an intro game we had generals allow a redraw on their or surrounding squares once per turn (which is more generous than the normal rules which is just their square) but it keeps the game going.

So you can see this means that if you pull an ace for moving troops your turn can be over quickly. That happened to me when closing on the Romans. You reshuffle after each turn so card counting really does not work and ensures a good randomness of the game.
Over the whole table the Carthaginians seemed to have the same plan and me – although we had not discussed it. We were moving towards the Romans at a fair speed…All the while the while Romans stayed mostly where they were. Some of this was by design/plan and other due to poor command card pulls.

You’ll notice the dots on the table. One interesting thing with these rules is you move and measure by squares. So no need of a tape measure etc. I actually like that and it certainly makes the game move faster than with tape measures. I don’t think it makes a huge difference for what you can do action wise but it takes things a lot easier to play.

On my side of the table the Gauls had got close to the Romans and started throwing javelins. Not very successfully it has to be said but heck… You hit by again drawing a card – usually an 8 or higher is needed to hit for missile shots or if a unit is disrupted (has any hits), or a 6+ if fresh combat troops. The the opposing unit draws a card to save. The number needed depends on the type of troops and the number of hits they can take changes as well.

It’s a simple system but works. There are factors which effect the target numbers and some extra commands such as rallying etc. but it’s all fairly easy to understand.
This closing and getting to grips was happening all across the table. The Spanish on the other flank still had a way to go because the Romans over there held back but the central units were getting close. One square in the center on our side, that facing a hill  had failed to activate a couple of times – so were lagging behind all the others.
A couple of turns of skirmish firing – which had no effect on the Romans happened after that. The only damage was actually to my force in that one of my cavalry units took a hit from the Roman skirmishers. As I had 2 of those units I pulled them back and then tried to rally the hit off them. Lets just say it too a long time for the Gaulic horsemen to get themselves sorted, but they eventually did it.

Meanwhile, I charged forward with my other cavalry targeting the Roman horse. I also decided to take one of my big units with a general and charge into a Romans infantry unit. Likely the tactical move would have been to wait on the hill and use my superior numbers of javelin armed troops to weaken the Romans. But heck, whats the fun the that, especially in large multi-player game. I was playing the barbarians after all.

The other Roman legion stood on the top of a hill though and I did not fancy fighting them up hill, so my other big unit sat waiting for them to attack me… Of course that never happened so when I got commands I’d use my skirmishers to try to damage them – but never succeeded during the game. If I had I likely would have risked the charge in to try to kill the unit.

My large unit with the general vs. the Romans ended is a long drawn out fight. The 2 medium cavalry units could not hit and damage each other. This happened over multiple turns and we started joke about the poor card pulls being pulled on our side of the table. The battle of the rubber swords. The Roman cavalry kept retreating and I stupidly kept pushing up the attack, so the Romans drew one of my Cavalry units further and deeper into their side of the battle. That was till they had nowhere else to retreat too as they were on the base edge of the table.

So it seems my ‘odd and often poor’ luck in games with dice seems to map over well to cards! Of course Chris my opponent playing the Romans had the same level of luck. So it looked like the first one to get some hits which were not saved would likely break open our side of the battle.

Battle was joined across the table at this point with the Carthaginians taking the offense. Again that great battle plan of Charge… seemed to be in effect. At this point we were even a little ahead, but the force and power of the legions was holding strong.

The fight in the center of my units, my big unit with the general vs. Romans was even going a bit my way. Both units had a hit on them by this point, but with mine having 3 hits vs. the Roman 2 I thought I had a decent chance of winning there. Unfortunately, the Romans have ‘line swapping’ maneover which they did which makes them harder in combat. It allows them to rally off a ht but they failed to do that. It was becoming even clearer that the winner of this fight would be in a great position for ultimate victory on the flank. I was using my skirmishers to continue to harass the Romans where I could but continued to have little success with them.

One now obvious thing happened to my cavalry who had been drawn forward. They got flanked by the Romans. An good tactic by my opponent and I thought they were dead – especially as they could not hit back or save hits when attacked from the flank. That would make a bug difference on this flank if it happened.

Well after an attack from the unit facing them and three from the flanking unit they were sill not only there but at full strength! Yes with 4 attacks on my unit they still had not been damaged. I thought my luck was bad but Chris had taken that mantel for the bad rolls. We thought it funny and had a good laugh about it – but I realized my luck would not last and I needed to pull that unit back and soon… I had a horrible sinking feeling that such poor luck on my opponents side would not last,

I continued to use my forces to support the main unit fight where possible, but a second hit on the big Gaul unit with my general changed the odds the next turn. I realized that now I had to get lucky town this sustained fight. Maybe I could hold this flank and our side could win the game in other area’s of the battle. However, from what I was hearing although we had been ahead both sides had been taking casualties and it was about even odds now for the overall battle.

So taking the cautious approach for once in the game, I withdrew my large unit which was onto a hill. I tried to rally a hit off them vs. attacking and failed to do that. But this as least gave them a better fighting chance. I brought the various javelin armed troops to help in the support of the fight. Unfortunately this provided the opportunity for the Romans to move their undamaged legion to fight this unit.  I think we did this a little wrong and I’m not sure they were allowed to do this in the rules but anyway, that’s what we did. That was a bad scenario for me and this would make for a bad match up for me.

That was the deathnell to my large unit as I expected as the next combat turn the new Roman unit destroyed the general and the big unit. The next turn my skirmishers did the second hit on the damaged Roman unit that these had been pounding. So in the end both of these big units were destroyed.  That left me in a bad position though as my remaining unit was outflanked by the Romans. I decided to try one last throw of the die and this large unit charged forward targeting a small Roman one now on the hill infant of them. Even though it only had a single hit so I had a decent chance of killing it that did not happen as it saved all the hits. So although I had hoped to kill in the end that did not work.

The next turn the remaining Roman legion unit was setting up on the flank and my last large unit was already taking hits. The Roman Triarii unit on the hill continued to thwart my plans. The Roman medium cavalry also had finally got a couple of good hits and killed my cavalry! So after all that aggressive chasing and attacks in the end they feel to the Roman cavalry. Thus my flank was starting to collapse.
Overall though that did not matter as with my casualties. There had been a general collapse across the whole Carthaginian forces – the Spanish especially suffering at the hands of the Romans. So the game was over and we had lost.

It was a fun game, simple but with every decision & card making a difference. We had a great deal of fun and the game lasted close to 3 hours with 5 newbies. With the full rules I believe this will be a very tactical but still fun. I look forward to more games of this in the future.

Posted in 28mm, After Action Report, Ancients | 2 Comments

Battlegroup Kursk – thoughts and first game

Well last week I tried a new game to me – battlegroup Kursk, and so I thought I’d do a quick write up of it plus add my thoughts about the game. In a high level summary I liked it and it may be my new WW2 rules set of choice for large tactical sized games. We’ll see though after more games. I did end up buying a set of these rules though, so that gives you the idea of what I thought.

As for the others game options for this period and scale of conflict, I have played quite a few games of Iron Cross in the last year but the way that handles infantry is, well not great and leaves a lot to be desired. I like the command & control system for that, and it’s simple but tactical but the problem with infantry (they are too hard to kill compared to vehicles) spoils an over-wise fun game. It works for large convention/multi-player games of mainly vehicles but fails on infantry heavy forces. While Flame of War is not bad it’s sliding ground scale really provides an odd feel the games and one I don’t like. It’s gone out of favor in the local area as well. It has weird tactics which don’t reflect reality well which is an added negative to FoW for me. IABSM from the TFL never has taken off here with our group (we will try it again at some point). Chain of command, is one I do like but it is really smaller scale game. In many ways it’s also more complex at least initially than the others – with a single platoon vs. multiple platoons under command. That come from it’s non traditional play style though.

So back to this game. We played a small set up with just 5 platoons total (two german and three Soviet), plus some support options. It was based in the Kursk period. It was a fun and showed the game well I believe – especially as we tried a few things out at the end just to see the mechanics. This was on a 3.5 x 4 foot table. You can have up to 4 or 5+ platoons each on a 6 x 4 foot table in 15mm. Bigger games will need more space but that’s only reasonable. All the toys and terrain were provided by Jahan who was teaching me the rules. The scale is 1 to 1 for figs and vehicles – which is what I like.

As for the Battlegroup rules, they seem to play well and are not too complex. In fact about as more complex than say FoW and little more than Iron Cross over all. It’s an I go you go game with overwatch for interrupts. Each turn you roll a die and and add the leaders you have for the number of units you can move. A unit is a tank (oddly always bought in 3’s it seems), a infantry section/squad or a support unit – like a HMG or like. Rifle ranges are 30″, which in 15mm is not unreasonable for effective ranges with iron sights. The orders are mainly any combination or shot & move, go on overwatch (to either move or shoot), or some specific options for different troops. The overwatch can be triggered at any time in an opponents turn and you do a full 2 shot or 2 moves as an interrupt. There are other actions like engineers removing mines/repairing things, or commanders rallying troops out of sequence, but those are unusual as far as I see. Shooting is via aimed fire which needs you to see an opponent, then hit and they have to fail a save too kill figs. Alternatively, you can do suppressive fire which tries to pin a unit and may just causes a single infantry casualty, although that’s rare. Pinned units can’t do anything unit they are unpinned.

The rules include off board art, aircraft, vehicle repairs and ammo usage etc. The majority of the other stuff seems to be force lists which provide guidance on the usual formations that the different forces have.

Morale is based on a target ‘break number’ which you keep hidden and when bad things happen, like opponents gaining objectives or units being destroyed, you draw chits from a bad with numbers on them to see how many of those you gain.  The first person to get more break points than their force allows loses. However, as you don’t know your opponents level, so have to judge how close they are to breaking from the number of chits they have. The nice thing with this is there are some special effect/event tokens which do different things such mines and aircraft being available in these chits. That provides some randomness and unknowns in the game. Also, if pinned then you take a token to get D6 units unpinned. Overall, the game hung together well and forces the use of cover and tactical moves to cover different troops etc.

So, with that brief summary of thoughts of what I liked and noted on the game so far:

  • The two chances to shoot is deadly if you don’t move. This makes some interesting tactics, especially using the opportunity shots/moves. Squads need to do a somewhat realsitic platoon tactics to be really effective. FoW style movement will get them killed.
  • The order mechanism means for small forces of skilled troops (aka germans/later brits etc.) you should be able to move most things, unless you roll badly. Larger forces such as Soviets can have many more issues with a poor command roll.
  • The movement is quite tactical. Troops in the open are vulnerable and need some luck to survive. The same is true as the range closes as the shooting can be deadly.
  • There was a fair amount of table lookups in the game, even with that it plays ok. After a while we got the hang of the tables and the 2 page QRS covers all combat tables needed. I suspect regular playing people will memorize the values.
  • Unit stats for vehicles are complex (a little more complex than FOW) and thus a full force list is needed to play the game. Again you soon get the hang of this but the force sheets we had from the online builder could have been better for a newbie at least. But I guess they don’t want to give all the units stats away for free which I understand. We had some unit cards which helped but I can see that being a challenge in bigger games without decent prep for the game.
  • The inclusion of ammo rules & counting for tanks in a game this size are interesting. I can see that it could be too much in big games and something that I may be dropped in some cases. You count the number of shots per vehicle and of hat type of ammo etc till they run out.
  • I like the inclusion of spotting rules and the different aimed vs. suppression fire. Definitely gives a more WW2 feel to the game compared to some rules.
  • The rules have timed and predefined target art and air strike options which I really like. Again those are very reflective of WW2 tactics for most of the war and nice to see covered in such a game as this. Note, only the US army at the end of the war really had any true impromtue called art/air strike capability and even then it depend on on forces a lot.
  • The morale tokens and special effect are a nice touch. Keeps players guessing and allows an easy way to add special effects/events in the game. Would have been nice for them to have a custom one but that’s easy to add in if you want to create scenario’s.
  • To remove pin’s you take a morale token so that’s interesting that you could win a game by never really killing much – just pinning the opponent to death and getting other things, such as objectives. It would be hard to do but provides another tactical decision point in the games which is good.
  • The rules are somewhat the opposite of TFL games – in that commanders are minor figures in the game. This is much more the FoW style for commanders. They add to the number of orders you can make but really don’t provide much else. I expect a typical infantry commander will skulk at the back of a force. The soviet infantry have a special rule/command option that they can use if close to their officer. That may make them stay a little closer to the action. The only unique thing a senior leader can do is a special order try to remove the pin from any unit and then allow that unit to take an order. This requires a roll to do so and does no even need visual line of site between a commander and the unit in question. This seems a shame as more could have been made of that. The commanders don’t need to be close to their troops at all…there are bonuses/reasons for having a medic close to units under fire, but not their commander.
  • That indirect fire rules for art are a little complex but seem to reflect the inaccuracy but potential for these weapons.
  • There does not seem to be rules for the use of smoke. I may have missed them though. Although again not a big thing (and no issue for Russians who prettty much never used it) that does affect some forces such as Brits. They are easy to add though if needed.
  • The aircraft rules are also little complex and from what I see the pilots can be very precise in their aim in shooting, especially if strafing with machine guns/cannons. Interesting comparison to the artillery and it’s a game mechanic – I get it. They have to be lucky to do that but still it seems a little unrealistic – which is a shame as many other aspects seem to model reality quite well. I need more games are need to see how big an issue this really is but this does not really reflect air strikes vs. infantry especially in WW2. It’s easy to ignore aircraft at this scale though for smaller games  or use a house rule that they have to use the artillery style targeting for MG’s etc making this less precise.
  • I can see using FoW basing for a squad and keeping track of figs losses via counters/dice vs. doing the 1 to 1 fig for infantry. That may or may not be hard to do but might make movement and ground scale a little easier to deal with.

So as you can see, I see some potential minor concerns in the system but, overall it seems fairly solid. So with that on to the game…

This was a simple meeting engagement. There were 4 objective markers around a small collection of houses and the fight was to break the opponent and drive them back. I chose to use the Soviets, as they are my typical WW2 force. The first turns had my lead elements move towards the village and grab the objective closest to me. This was my first experience of the moral chits system. The Germans pulled one when I got the objective. Of course they got a mine event – which then effected me! Luckily for me I did not have any vehicles on the table so it could be ignored. It’s interesting that most events from the morale phase effect your opponent, although you can get aircraft support from it. So sometimes a bad thing which causes pulling one of those chits can turn out to your advantage!

Most of our forces started in reserve and so I just got a three units at the start of the game. These were soon re-enforced with an extra MG team and my infantry officer to add his bonus to the command rolls. Early on I kept the amour off the table. I also kept the force all on the right flank of the village One thing which became apparent quickly was that with a decent sized force the number of commands you roll can real impact what you do. This is quite like DBA etc. and an aspect of rules which I like. You have to do prioritization and decision making of what to do and when. It’s a little artificial but works, and as seen in the German side if you have a smaller force and roll fairly well it becomes less of an issue.  It seemed all through the game that the Germans with their smaller force and more commanders had much less of an issue in this area compared to my Soviets.

Talking of the Germans, they moved onwards the other side of the village and pushed an AT gun up towards the center of the village. They also took the top of a hill on the left of the village. In their next turns they got all of the remainder of their troops on the table -including 4 tanks. The village still was unoccupied though but either side and I had claimed the only objective so far.Finally, I started to roll enough for the reserves to get some of my tanks on the table. I brought on a platoon and a commander all in T-34’s. The officer in the tank would help with the command rolls – giving me another +1 but this also allowed me to match the total number of german tanks on the table. I still had another 3 tanks to come on though! Got to love the Russian numbers game.I soon moved the tanks toward the village and the corn fields on my left. I tried to suppress/pin the german infantry squad on the hill. Of course with my luck that did not happen. I missed with all 4 tanks! So much for that…

In the next German turn the infantry ran into the buildings of the village, escaping into cover and claiming an objective. They realized that sitting on top of the hill with no Soviet infantry and just tanks moving towards them was not a great idea.

The German tank platoon did come over the hill in a very bold move though. They tried to take out the T-34’s with that move and shot move. With three tanks shooting one of mine ended up pinned in the corn field and another was destroyed. That left 2 operational tanks on that flank for my Soviets.

On the other side of the table the rest of the German force also moved into their outskirks of the village. They either moved into buildings/ruins or just used them as cover. The other German tank which had another officer in it also moved up on that flank of the village. At this point there still had not been a lot of shooting on this side or in the village itself.
In my turn I did not roll well for orders so I could not really do that much. However, the key thing was for my two remaining T-34 tanks to kill the German tanks they could see. That went rather well in fact. The two German tanks which were visible on the hill were destroyed. Overall, the combat of tank vs. tank reminded me of other systems (FoW/iron cross etc.) and it’s seems pretty easy when you get the hang of it. It’s also deadly which is typical of these games. If you are in range and visible then you need some luck to survive in a tank.

With few other orders left after doing that I moved my units further into the village and moved a single tank up to support the infantry on the other flank. We started to exchange a few shots between the units in the village but not many were successful. Maybe if I had tried more suppression fire I might have had more luck.

What developed on that side of the village where I had moved my tank up was a sneaky tank duel. We did not use overwatch moves – which would have been useful but concentrated in shot & move/move & shot type actions to try to keep in cover but kill the other tank. Luck for once was with me on this and my T-34 managed to take out the german Panzer 4. First I pinned it, which stopped it shooting back at me the next turn while it unpinned. Then the following turn I managed to kill it.

With that tank destroyed, both tank based officers in the German army were dead. Now their command rolls started to be a little more important and they were just adding +1 not +3 to the command roll. But with less units as well the command decision choices I was having to make for the Soviets seemed less of an issue for the Germans.By now the rest of the Soviet reserves were on the table and I decided to try some thing out. My light mortars tried to hit the Germans in the town… not very successfully it has to be said. I quickly decided that those were not that suitable for getting infantry out of the buildings. I did fast moved a unit up into one of the buildings, which was exposed to the German MG’s. These got shot to pieces by the Germans in the opposing houses. The large number of MG’s in those German infantry squads are nasty. At very short range things get deadly and although I had ‘hard saves’ because of the building I still managed to fail a significant number of them. So that squad died in a singe turn to a fat of fire.

I also my HMG squad went down to longer range German machine gun fire. The lack of commands had left them exposed in the open so they were a fairly easy target. Here my luck came into play again though. I pulled an immobilized token event. So the last remaining German tank was stuck in an awkward place and out of the main action. It made it awkward for me to try to kill it but kept it out go play as well. So overall another good morale chit event for me.I did my first rally then and unpinned my T-34 tank in the corn and a unit in the village as well. Yes the immobilized German panzer in theory could (and maybe should) have killed it before now, but it failed – most of the time the tank was hidden from view in the corn. Yes the Germans consistently failed their spot rolls and this was not a priority for their command actions.

In the village we were having a bit of a firefight with both sides losing units. My Soviets were not great but having tank support with no German counter to it other than the AT gun which I tried hard to not have line of sight to the tanks gave me the edge. T-34’s MG’ing German infantry in the buildings was my basic tactic. This mean the Germans were pulling chits out to unpin units but not really being able to do much in return.As this was a friendly intro and coming to an end with an obvious Soviet victory we both wanted to try out the assault rules. So I decided to charge my SMG armed squad into a German squad in the next building to see how this worked. You have to test to see if they do that type of attack and I failed the test though and so my squad decided not to do such an attack…

However, the Germans in their next turn decided to counter charge. As mentioned the German force was near breaking point so we decided to see what happened. Of course the Germans did pass the test to the attack but in the end it was not great for them. A lot of destruction and death was the result for both sides as he had not pinned my troops first. So I wiped out the German attackers, but not without losses. The Germans also decided to see how an infantry close assault vs. a tank worked – with the German trying a last ditch attempt to destroy a T-34 that way. Again this did not work well for the Germans but only cost them a single casualty for the failed attempt and the attacking unit ended up pinned. Hand grenades and anti-tank mines vs a tank with MG’s – you have to have some luck to make that work.

That of course was the game, with victory to my Soviets.

So there we are. It was a quick game but a good intro at a couple of hundred points. I must say I was surprised that it ended as soon as it did, but that’s one of the interesting thing with these rules. The morale and chit system means forces don’t fight to the last man. That’s realistic really so a good thing. It makes you really have to care for troops and be aware of everything which is happening – even rallying off pins. That slowly that reduces the morale of you force.

Overall, I think you may see a few more games of this in time in this blog and I’ll definitely be playing this game again. As I mentioned I have now bought the rules so that’s a good sign as well.

Posted in 15mm, After Action Report, Review, World War 2 | 1 Comment

Club hill touch ups

Just a quick post to show the work that I did over the last week on these. I have been storing the groups terrain while our regular store is taken over by new owners. One of the things which has annoyed me in the past has been the damage that our hills have taken over their years of existence. The sand & PVA cover seems to have held up well but the edges were showing the pink of the foam. Those tend to get bashed in storage and play which is understandable really. 

I did not see the point in trying to do something too complex with them though, but wanted to get rid of pink showing through. So I took the time to do some ‘repair paint jobs’ on them. Below is most of the hills after some TLC.  I don’t have original colours or materials that were used. I used a darker green as you can see below but I think it works fine as you can see below. It’s certainly better than pink which is a no brainer. 

Posted in Techniques, Terrain | Leave a comment

SDX kobolds the rest of the troops

Well it’s time to show the rest of my Super Dunegon Explore (SDX) painted minis. These are the remainder of the Kobold force. First we have 4 slingers – all wrapped in bandages. These Kobold figs do feel very shaven to me but heck that’s just my history of gaming coming though I guess.Next we have 6 spear wielding figs. Unfortunately, one of the spears on a fig was broken when I opened the box. But I doubt that will make a big difference and in the end they should all die to the weapons of the heroes in the game anyway. Knowing my luck that will be the most deadly fig in the game…Lastly, there are a couple of  big nasty monsters to back up all the little guys. As with all these figs the colours have been done to match the artwork in the game.So there we are – the whole base game painted and ready to play. I still have not done that but will at some point.

Posted in 28mm, Board game, Fantasy | Leave a comment

Sandy hills for gaming

Ok so back to a terrain project. As I have mentioned in the past I want to continue to build out my own terrain collection. Earlier this year I did some small height hills – perfect for 15mm games but thought I would have a go at making some taller ones. As with all my projects for terrain making I’m kind of making these up as I go along so I’m no expert- as you can likely tell. I also find I just want to do it vs. read/watch loads of how-to things for these simple projects.

A lot of my 28mm and some other table top projects are more desert sci-fi style games (cowboys, malifaux and even the necomunda -and you never know maybe the new 40k). So I thought I’d try to do some hills for that type of game. They may even be useful for the Russian front for ww2 games at a push. The colours are good for desert/sandy regions – no lush green grass of Western Europe here. First the shot of them is most of them their storage container. After all there is no point having these and not having an easy way to store them and move them to the games I want to play. Now I did make a mistake and made one extra large. This  is too big for my storage container and would not fit anyway as that’s filled with the others. That’s shown below and will have to be stored separately.These will provide a good selection of hills and cover approx a 2 by 3 foot table area for gaming. I used some models – a Malifaux one, a GW chaos warrior and a 15mm Soviet base to show the scale and size of the the hills in the pictures.
They are all made from pink insolation foam board and I used left over house paint. I basically cut the pieces with a craft knife and then sanded the rough sections down. I tried a few different ‘paint colours and techniques’ for the coverage to make the them different. I though about adding some sand texture but in the end decided they were ok as they are. 
Although not the greatest they should do ok providing some extra height in games.
I made some smaller pieces so I can stack them if needed as well. That should allow them to have a bit more usability.So there we are – in many of those old cowboy movies the hills were where the bad guys hung out – so now I’ll be able to do some games there as well.

Posted in 15mm, 28mm, Techniques, Terrain | Leave a comment