Monday, 13 March 2017
Work keeping me busy at the moment with two product launches by the end of the month, so wargaming is more or less on hold, didn't even get to WMMS.
What time I do get is being spent on WW3 stuff. I've made some killed markers (cotton wool - black spray - red & orange paint), artillery hit markers (white & brown puffs and craters), and some dug-in markers. Images all below.
Also reading around the overall scenario for 1 (BR) Corps and the likely fighting around Braunschweig and the Elm feature and trying to predict a suitable hex for an infantry heavy battlegroup in the Covering Force to try and delay an MRR for my next/last test game. Then later in the year I'll use the SPI BAOR game for a full campaign.
Also got a package of bits from H&R arriving this week to fill the gaps in my current UK/Soviet units, and will build out to a full MRR and add some Warrior later in the year.
Tuesday, 7 March 2017
It's nice when work and play come together. Whilst the initial work on our virtual field-trip system (Fieldscapes - more later) was focussed on geography/geology field-trips that kind Mr Gove had the history syllabus re-written so that it now places more emphasis on battles - particular ECW and the overseas ones we won (Waterloo, Blenhiem etc), so it's time to see what Fieldscapes can do for the virtual battlefield tour.
So I got to spend a very nice day today walking around Naseby, Glenn Faord's book in hand, taking lots of photos. The landscape model is already in and looks pretty good, and also shows most of the various points that Glenn makes, particularly about whether it was Rupert or Fairfax that made the first lateral move based on what Rupert could see as he left Clipston.
As well as panoramas I also took some 360 degree photospheres which I'll post up to Google Maps in due course.
Here are a few choice photos:
|The main battlefield, look N from the Parliamentary lines, by Cromwell's memorial|
|Looking S from the Royalist R flank, roughly along back of Sulby hedges|
|Click for full panorama from the ROC Viewpoint of the retreat|
|Bloodyman's Ford, Market Harborough, where many were slain and the King nearly captured|
I'll post a link and video of the app once we have a first cut.
Tuesday, 21 February 2017
Inspired by how well CWC went I've now rebased all my old (35yrs+ - hey they probably predate 1985!) Soviet 1/300th models. Will sort out the rest of the BAOR ones too. Just about have enough to do an MRR attacking from line of march against a BAOR reinforced Battlegroup as a test of the rules plus my in-house changes. AAR to follow.
Will then put in an order (or pick up at Salute) the models to round off the various units (like a BTR60 Bn and a third BMP battalion, and some T64s/T80s), and also to get 24 Inf Bde (or at least Bde HQ plus a battalion).
I really like the 4cm hexes as a base - together with the 10cm Hexon they very much give the idea that this is an area being covered by a unit, not a specific location of a single vehicle.
Finally finished my first 4 battalions of metal French Line. Figures are Newline Designs. Really like them, and have finally, officially, abandoned 20mm plastics for 20mm metal. Will try out some ECW later in the year, and seeing as I'm mid War and Peace will do the various Russian units mentioned in that during the year also in 20mm metal.
Monday, 20 February 2017
|View from the Soviet lines, T72s taking a beating|
It only took a couple more turns to finish the game. Chieftain APFSDS and HESH just sliced through everything in sight, taking out the T72 Company, and then the BMP Company advancing on the right ridge (in fact they got a fallback before being totally destroyed. As mentioned the Carl Gustav's sorted the other flank - although I did mis-read the "H"rule - which although called howitzers appears to be nothing to do with indirect fire and actually means they can only fire at half distance - wouldn't have made much difference. The Strikers of the Anti-Tank Platoon also got up onto the left ridge in time to contribute to the Soviet destruction.
|T72s and BMPs burning|
Overall very happy with the games and rules, particularly once I've made some in house changes, which are likely to include:
- Accrual of hits, tempted to do a quality roll to remove 1 hit in turn inflicted - but never the last hit - quite SLS like in other words
- Once you have to roll > 10 dice (or 8) just roll 1/2 number and count double
- Add in a DM for if arty is Under Command or General Support or Direct Support (and equiv points costs)
- Add in MFCs for BAOR, like FOOs - maybe bit cheaper
- MFC/FOO have negative DM if cross-ordering
- Not sure about CO/BG/Bde Comd command range - doesn't work like that - might make more radio like
- Add in some rules for EW (-DM on command roll, should work well)
- Allow inf to fire guns and anti-tank in same activation (which of course they do)
- Might change suppression - think should be automatic if hit, but otherwise roll?
Might post up once done.
Also need more houses (been trying out 1/1000th), and some damage smoke puffs.
Busy basing up the rest of my decades old 1/300th so I can have a MRR vs a well reinforced BG as a final test. Already making plans to buy and paint up 24 AirMob Bde - I might actually finally have a figure of myself on a wargames table!
Here is my draft work plan for 2107 - will be interesting to see what of it I get done. Wasn't too far off with last years!
6mm Nap (0/2)
6mm ECW (0/2)
6mm 100YW (0/1)
20mm Metal Nap (2/8 units) + sabots
20mm Metal Rus Nap (0/2)
WW2 North Africa 1/300th (BKC)
Try 20mm ECW metal
ECW 1642/3 (1/4)
Nap 1797/1807 (0/5) (inc 1806)
ECW Campaign Start
Next Nick Campaign
Cloth - Green
Cloth - Sand 10cm hex
Base 6mm Modern Warpac @
Rebase 6mm Nap
6/15/20mm Hedges - scratch dowel
2mm nap again?
Medieval/ECW/Modern/WW2Des 6mm bldgs
- Leven miniatures?,
SLS Unit cards - standing army??
X/Y = X units done out of Y
Jan: 20mmNap(2), ECW*
Feb: ww3@, Auerstedt
Mar: 100YW, Jena
Apr: 20mmNap(2), 2mm??
May: RussianNap,ww2NA ECW
Jun: 20mmECW, Eylau, ww2NA
Jul: ScotsECW, ECW
Aug: 20mmNap(2), Friedland
Sep: FrenchNap, ww3?
Oct: 20mmNap(2), ECW
Nov: NmaECW, Rivoli
= figure painting
= named battle wargame
= experiment with rules (own and others)
@ = doing
* = done
Thursday, 16 February 2017
As readers may know I've been on the hunt for a decent set of mechanised rules for a while. My own evolving set, Contact: Wait Out played OK in the last test game, but still wasn't hitting the spot. I'd heard a fair amount about Cold War Commander (CWC) so I thought I'd give them a try and have started playing through a simple encounter scenario of about a battle group a side.
CWC uses 1 element = 1 platoon/troop as a standard scale - although even the rule book keeps thinking of them as vehicles quite a lot. The ground scale isn't explicitly stated, but seems to be about 10cm = 200m, which a) isn't far off what I was using (10cm = 250m) with hexon.
On the face of it there are a few things which I expected not to like about CWC:
- Bucket of dice
- Hits reset at end of turn.
In fact, I'm really enjoying the game - its the closest I've played yet to what I want, and with a bit of tweaking to it I may abandon CWO for now. It would also be great (using Blitzkrieg Commander) for the WW2 desert gaming I was planning later in the year.
In terms of those bugbears:
- Bucket of dice - throwing 18 dice when you fire a squadron of Chieftain does seem a bit much, but the standard approach of select those that hit, rerole them as saves, rerole again for suppression is reasonably quick. Guess I can live with it.
- IGO-UGO - there is some interrupt ability, but I do like the multiple but decreasing chance of orders model. Could combine with card driven activation for the HQs to mix it up a bit.
- Hits reset at end of turn. - real sticking point. Also the fact that hits don't effect firepower (since you're dead or full strength). Reading on-line seems a lot of people ignore the rule and do carry hits across in some way. Already fermenting plans for a house rule and may try it out in the rest of the game.
Also I do think that that the army list is a bit shaky, Carl Gustav's seem way too powerful, not clear whether a unit is 2, 3 or 4 tanks, and no account of armour vs penetration (another bug bear) - but guess I can tweak those too!
In terms of the test game (6m on hexon):
British score first blood with Chieftains against T72s on the road. Both sides are raising for the ridges on either side.
The 432s get to the main ridge first, Charlie G's lined up on the ridge line ready for the advancing BMPs.
Carnage! BMP Sagger's fail to take out Chieftains on the ridge. Chieftains take one BMP Pl out, and another T72 Platoon. The Carl Gustav's take out 2 (!) platoons worth of BMPs - way too powerful I think.
3 turns down out of 8. More to follow.