MiniatureWars.Com
A wargamer’s journal….
A wargamer’s journal….
Jun 11th
The building is made from a plaster and concrete hybrid that is heavy. It’s very similar to Excalibur dental plaster. The details allowed with this medium are pretty impressive, but this is a pretty crude model. Take a gander at the windows to see what I mean. The lines are gouged out of the master and not based on pieces of styrene cut out to make the window panes.
I used a light tan and then drybrushed it with Bleached Bone for the highlights. I then sealed the building with Glass and Tile Medium from the craft section at WalMart. This is a good matt coat for some things but I used it because it would close up the plaster and allow me to use a stain technique for further detailing. I used an Olympic stain that is a dark brown and then wiped it off with a paper towel. The detail was *just* enough to provide a good look with this technique. I’m satisfied with the way the piece turned out but probably will not buy another or recommend it to anyone.
Jun 11th
This is about a $60 USD set that I picked up off of eBay a while back. You get two FO stands (with radios, so they are obviously FOs), a staff stand with table, and a command stand. I particularly like the commander with the ranging device. You get 4 guns with crew and 5 transports. The FOs do *not* have transport so they’ll have to hoof it or stay in one place in the game! You also get 8 pieces of earthworks to place in front of the guns if you choose.
I went back to the Afrika book for the paint scheme and although for the most part I was pleased, I was a bit puzzled about the uniform colors that Battlefront chose as they called for GW’s Kommando Khaki. This is a greenish tan color. I know I could have used a different color if I desired, but I figured that an artillery battery would probably have better access to resupply and so be in more official uniform colors.
I used Vallejo Iraqi Sand to paint the vehicles and guns. The tarps on the vehicles were drybrushed with Shadow Grey on a black base, then drybrushed with a medium green by Vallejo, and finally drybrushed with Iraqi Sand. The effect is a nice, weathered and dirty look. I used a Craft paint called Mudstone for the bases drybrushed with Bleached Bone for highlights. The box did not come with decals so I am assuming that Battlefront does not think that they used identifying marks. This brings me up to around 2000 points of painted Germans.
May 19th
And now I have to admit a couple of things:
1) I own the H&A Alamo so I qualify as something of a fanatic
2) I *just* got these out this weekend and started painting them – thus the subject of this post.
It appears that the buildings are made from a self-expanding foam that allows the model maker to get good detail on castings despite undercuts and so on. The buildings are rigid, one-piece construction with a hollow interior. The walls are .5 to .75 inches thick so they are pretty sturdy and should be able to undergo a lot of handling without adverse consequences. They are medieval buildings but still fit in nicely with OSW style gaming. I primed these with a base coat of Krylon Ultra Flat Black spray paint and then dry brushed them until I was satisfied. These four buildings probably took less than an hour each, max.
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Apr 26th
In a previous post I put together a scenario tree for the battles for the start of the war. In the first battles, the Keuhankans and their Freedonian allies are attacking a couple of isolated outposts. I have roughly 60 Indians from Old Glory and two half-companies of the Canaries painted up (around 21 figures) so these formed the basis of the fights. I wasn’t too concerned about the force ratios as I wanted the garrisons to lose.
There were three leaders on the Indian side with one being the overall war chief. The garrisons had a mounted company commander and a member of the Franksian order of monks who was armed with a musket and treated as a grenadier NCO stats-wise and gave units a +1 for morale when within 6 inches.
First a few words about the rules. This Very Ground is written for small scale actions in the French and Indian Wars in America. The units used in the scenarios in the back of the rules use units of 5-10 men for the most part. My groups were in the 30s for the Indians and 12 or so for the regulars. This made the game pretty predictable as there were only four units to move. If the units had been smaller for the Indians, it would have meant a different style of game, however, as the units might have been more fragile.
The game mechanics are pretty straight forward although I did have some rules questions I could not find answers to. At the start of each turn, the players roll a D10 and add the courage value for their highest rated leader. The winner then goes first and activates a unit then the other player goes. The turn proceeds in alternating phases until all units have taken their actions (if one side or the other has more units, the remainder of the unactivated units go at the end of the turn.) Units may move and fire, or reverse that order. Close Combat comes at the end of each unit’s activation and is played out by matching the figures against each other and fighting until one side or the other is victorious. The winning unit may then occupy the loser’s position. Firing is done by individual model as well and there are several rates at which units can fire (volley for formed units – all figures fire and it takes one turn to reload, fire – up to half the models fire each turn, fire at will – up to three figures but less than half). The rate of fire is marked by puffs of cotton balls so you can keep track of what happens.
The battlefield is shown to the left. There were two buildings in a clearing and a cornfield. The woods are treated as light woods so movement is only slightly reduced. the cornfield is walled and it cost one inch to move over the walls. The cornfield effects movement in the same way as the woods.
The garrison gets a choice of where to deploy and the entry for the Indians is randomized. The Indians rolled a D6 for each unit and came in on the sides as follows:
| D1 – bottom of the map | D4 Top |
| D2 – bottom right | D5 – Top Left |
| D3 – Top right | D6 – Bottom Left |
In the first game the Indians came in at locations 6 and 4 so were able to act in concert early on. One unit was stationed in the building and the other in the abandoned building.
The units were automatically activated when the Indians came within 10 inches, otherwise, they had a 20% chance of hearing something that would alert them (9 or 10 on a D10). Once the battle broke out, the other unit would have a 50% chance to activate. As it turned out, the Indians got within 10 inches of the building and the unit activated. The next turn, the unit in the ruins was alerted by the gunshots they heard. The pictures below show how the battle developed. What essentially happened was that the Indians swarmed the building, taking heavy casualties, and then carried on across the road and destroyed the other unit. The second unit died in a blaze at glory by charging the advancing Indian unit when they only had 6 regulars left. Although they sold their lives dearly, they fell. At the end of the game,the Indians had lost 21 casualties while killing 21 defenders. The popup photos have comments on them.
The second game started with the defenders in the same positions. The Indians came in at locations 3 and 6 so they attacked each garrison unit separately. In this game, the units activated on the first turn. The unit in the building was destroyed as the Indians broke through the back window and ground their way through the defenders, even the now-revered Father Francisco. The other garrison unit formed up and moved into the cornfield for a first volley. Then they retired slowly, keeping the Indians at bay with half volleys. After losing three casualties they were able to move off the field towards their base.
Here are some of the questions I had:
1) How many men can be in hand to hand combat against one man, we got almost 6 against one man… rtaher deadly…
2) How do you handle attacks through windows?
3) What effects do doors and buildings have on hand to hand?
4) The rules talk about realigning between the phases of hand to hand combat – we played it as you would in Grant’s The Wargame where if you had an opponent open you could move up and engage, don’t know if that was correct or not.
Otherwise it’s a good set of rules and we’ll use it for our next scenario "The Supply Train." We’ll do two battles, one with the wagon train not alerted, the next with the train alerted by the defenders.
Apr 6th
Here is a sample TO&E for the reduced unit sizes:
| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 90th Rifle Division | Exp | 8 | 5.5 | |||||||||||
| 2 | Headquarters | ||||||||||||||
| 3 | command | ||||||||||||||
| 4 | command | \ | \ | \ | |||||||||||
| 5 | command infantry | ||||||||||||||
| 6 | engineer | ||||||||||||||
| 7 | 82mm mortar | \ | \ | \ | |||||||||||
| 8 | 76L39 | ||||||||||||||
| 9 | gun crew | \ | \ | x | x | x | x | x | x | x | x | x | x | ||
| 10 | gun crew | \ | \ | \ | |||||||||||
| 11 | limber | ||||||||||||||
| 12 | recon patrol | \ | \ | \ | |||||||||||
| 13 | recon\infantry | ||||||||||||||
| 14 | quadAAMG truck | x | |||||||||||||
| 15 | 1st Rifle Company | ||||||||||||||
| 16 | 1\1 infantry | \ | \ | ||||||||||||
| 17 | 1\2 infantry | \ | |||||||||||||
| 18 | 1\3 Infantry | \ | \ | ||||||||||||
| 19 | 2nd Rifle Company | ||||||||||||||
| 20 | 1 command\infantry | \ | \ | \ | |||||||||||
| 21 | 2\1 infantry | \ | \ | \ | |||||||||||
| 22 | 2\2 infantry | x | x | x | |||||||||||
| 23 | 2\3 infantry | x | x | x | |||||||||||
| 24 | 3rd Rifle Company | ||||||||||||||
| 25 | 3\1 infantry | x | x | x | |||||||||||
| 26 | 3\2 infantry | x | x | x | |||||||||||
| 27 | 3\3 infantry | x | x | x | |||||||||||
| 28 | MG Company | ||||||||||||||
| 29 | 1 MG | \ | \ | \ | |||||||||||
| 30 | 2 MG | x | x | x | |||||||||||
| 31 | 3 MG | x | x | x | |||||||||||
| 32 | AAHMG Company | ||||||||||||||
| 33 | 1 AAHMG | ||||||||||||||
| 34 | 2 AAHMG | \ | \ | ||||||||||||
| 35 | Artillery Battery | ||||||||||||||
| 36 | 76L39 | ||||||||||||||
| 37 | gun crew (ds) | x | x | x | x | 0 | 0 | 0 | 0 | 0 | 0 | ||||
| 38 | limber | ||||||||||||||
| 39 | 122L22 | ||||||||||||||
| 40 | gun crew (ds) | x | x | x | x | 0 | |||||||||
| 41 | limber | ||||||||||||||
| 42 | support | ||||||||||||||
| 43 | support | \ | \ | ||||||||||||
| 44 | ammo wagon | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 122L22 |
Game played today with Mike Cannon doing the Soviets and me (Gary Rhay) playing the Germans (toss of a coin). Our table was slightly smaller than the map but it did not seem to effect the game. Game went to 2200.
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16:30 – Soviet air all arrives on time. The KG1/I Ju-88A was intercepted and destroyed by 20 PVO IAP/1 (wouldn’t be the last of Mike’s lucky rolls, drat) 1 DBAP bombs Tartu bombs all scatter but still hit 1 Shutzen/6 PzD, also pins the HQ 6 PzD and SS Tot/2. Note all hits were due to bomb scatter, no bombs fell on target.
16:45 – 2 DBAP/1 bombs Tartu SS Tot HQ -1 morale (I mostly rolled great but had sporadic stinkers).
17:00 - 2 DBAP/2 bombs Tartu SS Tot/2 -1 morale. KG 1/II bombs woods but scatter hits SS Recon, hitting recon infantry and destroying the light truck.
17:15 – 2 DBAP/3 bombs Tartu hitting the RR station. 20 PVO IAP/3 arrives on patrol (one turn late)
17:30 – 3 DBAP/3 bombs Tartu, 6 PzD 75 mm IG hit and destroyed. SS Tot begins its movement
17:45 - 3 IAP/1 arrives on patrol
18:00 - 4 BAP/2 bombs Tartu pins 6 PzD HQ, Recon Mcycl and ATG. 6 PzD/2 is morale -1 (bad turn for rolls) 20 PVO IAP/3 strafes no effect
18:15 - Movement continues SS Recon spotting inconclusive.
18:30 - SS recon advances and armored car is destroyed by 76 mm fire. Recon infantry spots enemy.
18:45 - SS arrives in force, artillery falls on 76 mm and supporting infantry. 299 ID arrives at Tartu, 3 IAP/1 strafes column hitting ID’s engineers.
19:00 – General firefight between SS and 90 RD. Considerable Soviet artillery hits SS, SS arty and mortars force lead elements of 90 RD to fall back.
19:15 - Firefight continues, 679 EngR arrives at Tartu.
19:30 – SS Tot enters woods but encounters significant resistance, heavy artillery fire by both sides continues.
20:00 - River crossing begun by 299 ID screened by smoke fired by 6 PzD and 299 ID arty.
20:15 – SS assumes the defensive, 90 RD disengaging.
20:30 - 299 ID and 6 PzD attack across Emajogi River into 1B 1308, supported by heavy fire and artillery
20:45 - Attack continues under supporting artillery and last of the smoke. BT-7 hit, Soviets appear to be disengaging back into woods. 1 ID makes a passage of lines through SS T and advances cautiously towards objective, no enemy contact.
21:00 - 6 PzD and 299 ID consolidate in 1B 1308, no enemy in sight, considerable automatic weapon and AT fire was encountered in attack and commander of 6th Panzer elects not to pursue into woods. 1 ID continues advance and 58 ID passes through left flank of SS T. SS begins reorganization and trucks move forward.
22:00 - all units have arrived at objectives and no enemy forces are in contact.
Ending positions: AXIS: 1210 – 86th ID, 1209 – 1st ID, 1310-1311 SS Totenkopf, 1308 – 6th Pz and 299th ID, 1407 – 667 Eng and 1408 – Pz Support and 18th ARKO.
Soviet: 90th RD departed 1109 at 2100, 21st NKVD (and all units from 1308 are in the nortern part of 1109 and 1008 at 2200.
Overall the Soviets did well and gave worse than they got. Germans were pummeled by the airstrikes, sheer mass of air and congestion in Tartu ensured some effect. German artillery was their big killer. OBs to follow.