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Friday, November 21, 2014

That's a lot of flocking bases!

Ken and I are supposed to play Volley & Bayonet this weekend using Keith McNelly's excellent scenario for Teugen-Hausen, 1809.

We had been meaning to play this game for quite awhile but for various reasons had not gotten around to it so this weekend we should give it a shot.  I had prepped the large Volley & Bayonet bases weeks ago but today figured we should game in style and decided to flock all of the bases I had prepped weeks ago.

31 brigade bases, 34 linear bases (those are mostly for Lobositz, hopefully one day) and 29 skirmish detachment bases
 Well one thing led to another and I decided to flock everything that needed flocking...Soviets, skirmish stands, SYW Austrians, AWI British...you name it.  hours later here I am!  My fingers have grown a few ring sizes thanks to the extra Mod Podge also, I may have ingested a ton of green flock as well....it has to be high in fiber right?

Bolt Action squads now fully flocked and ready for action!


Not Imperial Guard and Not Space Marines!  Eventually Im going to paint and drybrush the sand and grit on the space marines' bases.

Surprise!  A "Trencher Mk II" Not Leman Russ Battle Tank!  He's almost ready for the first layer of camouflage.

An unusual bunch of lads for sure.Not all of them are flocked...yet.  Before I go to sleep they will all be done!  SYW Austrians, Hale's Continentals, PA Militia, 55th Foot...you name it!  The gang's all here!
Anyways that's all.  not much gaming or painting going on tomorrow as I'll be up hiking in the mountains.  However check here Sunday evening Eastern Standard Time for hopefully a nice AAR of Teugen-Hausen, Volley & Bayonet style.  (now with nice, flocked bases).

Thursday, November 20, 2014

Flames of War Practice: Small Infantry Battle! Cool Pics!!

Sick day today so I didnt feel like painting, basecoating or building models.  I did, however, play a very small Flames of War game (255 points vrs 265 or 275 points) utilizing a Soviet Infantry (Strelkovy) Company with 2 platoons, a Maxim HMG, and a Kommissar stand against a German infantry platoon with a small 1 section HMG platoon in support.  I played the first scenario from the rulebook entitled "Free For All."

Even if you don't like Flames of War, there is some neat eye-candy in here I promise.  Also, the small forces ensure a nail-biting, harrowing, hold-on-by-your-fingernails defense on the part of the Germans.

The setup.  Soviets start on the right, Germans on the left.  Both sets of objectives are clearly visible.

Germans advancing through the cornfield.  The Soviets are right at their doorstep!  No time to "Go to Ground" this game!!
 The Soviets sent their company right up the middle of the board in true Bolshevik fashion.  The "Quality of Quantity" special rule in full effect!  No pins until 10 hits!!!  The entire width of the company advancing encompassed both objectives...if they could push that far!


Wave after wave of humanity!  The Red Army advances!

You can see the maxim team and the company commander urging the men forward.
 The Soviets move "at the double" since they won the die roll to move first.  This was a big gamble but it paid off as none of the German teams could see them during their first turn.

 Both sides trade vicious fire with the Soviets getting bunched up by the terrain during this turn.  Resulting in them only being able to shoot with about half of their teams.  The Germans concealed and veteran ensured no pins.  The return fire was another story entirely.  The Germans choosing not to move shot full ROF for their Rifle/MG teams this round and caused the company to pin.  Under the watchful eye of the Kommisar, they passed their rallying roll with no problem...


Fritz pours on the fire!!



For the motherland!  For stalin!  

German HMG Team opens up on Ivan on the road

They came in the same, old way.  German rat-hole firing position!  


This marker got alot of use.
 Eventually the tide turned the Soviets' way.  One turn 4, the Germans lost enough teams to force a morale check which they failed.  All that is left is the HMG team and the Company 2IC with them.  They end up taking out 2 more Soviet teams before their command section and teh Company 2IC is KOd.

Road is open for Ivan!




Lessons Learned
Well I always enjoy a good Flames of War game.  I think playing small, 300, 500 and 700 point games is nice as a rules refresher.  Not that I plan on playing any large or tournament games, but it's good to stay current on the rules.  My 1/2 sized stands also enable to me store more and use them in other rules sets with little difficulty.

So where did the Germans go wrong?  Did they go wrong?  For starters, I think they could have co-located the HMG with the platoon.  1 Section out there on its own is asking for trouble.  Speaking of trouble, how would you like serving in an HMG section with more officers and NCOs than Soldiers???  This would have enabled much more firepower at the decisive point on the battlefield.

These guys had the trees blocking their shots for most of the game.

Retrograde.  The Germans attempted to fall back after the successful pinning on Turn 2 and that was a mistake as I believe they could have won the close combat if it happened.  In this game, the Soviets never actually closed to assault.

Fire and Movement:  The Soviets could have used fire lanes more effectively and as a result, a large percentage of units did not get to fire simply because of mis-management during movement.  Every die counts!!!  This is most likely the reason the Germans didn't receive a pin result until the very last turn.

well that's it for gaming tonight.  Going to make a hot cup of tea.  *sniffle*

Tuesday, November 18, 2014

Charles Grant's BATTLE & Other Gaming Adventures

Did you ever have one of those days where you are constantly busy but at the end of the day, you don't feel like you accomplished much at all?

Today was one of those days.  I finished 3 stands of 15mm Soviet SMG Gunners, 6 Motor-Rifle Infantry stands for modern Battlegroup, sprayed 48 rectangular bases, 3 T72s, 3 BTRs, 1 "Not Leman Russ," base coated my next French Napoleonic Battalion and the 2cm Flak crew, and even got in a small infantry game or two this evening.  But when I look at the pile on my desk - it looks like a disorganized heap of lead.

Anyways, onto the meat of tonight's post - the gaming....

A short game of Charles Grant's BATTLE! with my sequence of play and new modifications.

German Landsers approach a house.  each base is 1 squad
 BATTLE never disappoints, and with the modifications I've added to it, it moves a little faster now.  I'm thinking of disregarding spotting rules altogether to speed things up.  Anyone have thoughts on that?  Spotting or no spotting?  Simple LOS, I think, ought to be good enough.

Another German platoon approaches the house from the west through the cornfield.
 This battle featured 2 German platoons, each with 2 rifle squads and 2 LMG "squads."  As the Germans approached, the Soviet LMG and HMG in the woods opened up and KO'd 2 German squads off the bat!  They barely would have enough to capture the building now.
If you look closely, you can see a Soviet DP LMG team in the prone
  One of the things I want to change is rolling for single squads each time they fire.  I like the idea better of rolling for everyone, and the player on the receiving end choosing which units to take away.
Machine Gun position in the building! 
 Also, something else I was thinking about - Rates of Fire.  In the original rules, every system had its own single die roll.  The power of the weapon gave you a higher probability to-hit at longer ranges however what I was thinking about was sticking to Grant's "To Hit" numbers but adding a "Rate of Fire" to different systems.  So an HMG would have ROF of 4 dice, an LMG 3 dice, an SMG 2 dice and a rifle armed squad 1 die.


Germans moving out!



Cool Pictures of my German infantry


Soviet squad and platoon commander!







Anyways, not much else to report today.  At least I got another game knocked off of my list...slowly but surely.  I have to have another go at the Grant rules.

So what are everyone's thoughts regarding:

Spotting Roll - yes or no?  Originally I broke it down into a roll during the spotting segment in the phasing player's Admin Phase, and if 1 unit spotted an enemy squad, then it was "spotted" for the duration of the game.

Platoons Rolling To Hit at same time?  Instead of rolling 1D6 for each individual squad, roll a handful of them, letting the owning player select casualties.

Rates of Fire - multiple dice for more powerful weapons

Monday, November 17, 2014

Bolt Action WW2 Tank Battle, Party Headquarters & Project Updates!

Played a very quick game of 15mm Bolt Action with some Plastic Soldier Company tanks this evening with a nice, toasty fire inside and cold, dreary rain falling outside.  This is the first tank-pure game of Bolt Action I've played and it was much fun.

Scenario was "roughly" equal, pitting regular T-34/76 against 2 veteran Panzer IVHs.  The Panzer IVs obviously defending a road junction from Ivan's patrols, somewhere in Soviet Russia.

This is also a great opportunity to show off a building project I've been working on I like to call "Party Headquarters!"
Panzer IV scanning the road for Ivan
 The Germans used both of their activation phases placing themselves on ambush orders, awaiting Ivan's first appearance.  Ambush allows you to fire during your opponent's turn.  Ivan has a platoon of T-34's trying to get past these two stalwart panzers!

 First panzer atop the small hill opens fire and scores a mobility kill and "pin marker"
 against a T-34.  The T-34 returns fire and the round fails to penetrate!  Meanwhile the remaining Russian tanks attempt to maneuver around the disabled T-34 in the middle of the roadway.

"Party Headquarters" acts as a nice piece of cover for this tank crew to hide behind!  Note the sweet propaganda posters!
"Comrade Stalin watches you even in battle!"

Mobility Kill T-34 on the roadway.
 Both Russian tanks maneuver around the bogged down tank in the roadway for a shot against the German tank on the hilltop or in the culvert along the road.

German positions!
 The PL's tank is subsequently KO'd by a waiting German and this short engagement is over!

Tank with "experimental" rust and dirt markings on it.

Soviet Party Headquarters!  This building cost me $1.00 at the dollar tree as part of a Christmas village set.  Spray paint, Army painter strong tone, and some acrylics will do wonders!


For the motherland!  for Stalin!

Platoon Commander on the right hand side.  He will try breaking from cover only to get shot up and destroyed by the panzers waiting in ambush!

Part of my 15mm Not 40k project.  Galactic Space Marines and Imperial Crimson Guard patiently waiting for their flock

Soviet 15mm tank platoon and BTR platoon waiting for new paint jobs!  Also, what's that yellow tank in there??!?  A 15mm "Not Leman Russ" tank from Proxy Models.

A shed-load of Normandy Brits, possibly destined to be Canadians.  

Soviet Motor Rifle Troops!  About 60% done

Prussian Regiment, another Austrian Regiment, and some WW2 Germans.

Also SdKfz 10 with the 2cm flak!  Finally some AA cover for my troops!  


Some plastic soldier company guys to crew it!

Unfinished detailing and weathering.  this has sat here primed for almost a year

Anyways as you can see, no shortage of projects out there for me!  Hopefully I can start knocking them out and having some proper games in no time!

Also experimenting with 15mm Fantasy and "Kings of War" which is available free as a download.  Very simple and nice looking rules.