Showing posts with label Flames of War. Show all posts
Showing posts with label Flames of War. Show all posts

Monday, March 18, 2013

more more infinity

Just a quick one this time: Britt and I played another refresher game of Infinity.  For some reason about halfway through the game we started handling orders and reactive orders incorrectly, but otherwise we had fun.  His sniper basically destroyed me though, as I wasn't air-dropping in my Tiger I had no real way to pry him off his perch once I misplayed my Shang Ji, who should have taken him on.  Dumb move on my part!


This is basically a proof-of-concept shot of some cheap woodcraft Asian-themed buildings for my Yu Jing themed-terrain.  For $6 shipped, I ain't complaining.
 My Tiger Soldier, walking in the long way around since we agreed to leave out special deployment stuff and focus on basic rules (Britt hadn't had a chance to play in over 2 months).
 A basic overview.  I am not sure about using the 40k ruins; they lead to a bunch of Line of Fire/ARO/cover rules headaches.  Still, it was a nice dense table.




I should have taken more pics, or at least some more dramatic ones.  Ah well.  Later this week a batrep of our massive 4-person Flames of War game.  For the impatient you can go see where my friend Rory wrote it up on his blog.

Monday, February 25, 2013

Flames of War engulf Dusseldorf

So we (me, Rory, Josh and Britt) had a Flames of War 'Total War' megagame last Saturday, kindly hosted by Britt at his house with every table at his disposal and a bucketload of terrain.  Massive unstructured picdump follows:

Beginning of the game, the Hungarian (me, a few thousand miles out of my historical place) sector of the bombed-out ruin of Dusseldorf faced off against British artillery (Josh) in some fields

US Tank Destroyers (Britt) appear from ambush to threaten my StuG Gs. Inexplicably I pass all my armor saves!

Blurry men having blurry fun

A view from the British sector of the battle, and the Anglo-American artillery park

The Heer commander (Rory) is vehemently gesticulating about... something

Unfortunately I didn't get a good picture of the intermediate stages of this, but Britt's four M10s, while only scoring two kills, held up my entire armored push for about three turns, which was more than enough to let the British infantry dig in on their objective

By this time we are running out of clock, so I push forward and find out just how much harder it is to assault in v.3 of these rules compared to v.2; my Hetzers pay the price

The German sector of the assault has also bogged down short of their objective; perhaps divisional command should have released their Tigers sooner?

The Allies, despite being infantry companies, were able to secure their third objective before the Axis with their armor; by keeping the Axis off their third as well as securing their own, they wind up winning 9 to 6.   Casualties were fairly light, although things might have gotten worse if we had more time (which can be blamed on my unwise consumption of gas station hamburgers for dinner the night before).  Still, a good time was had by all!

Sunday, April 8, 2012

I've been stuffed in your pocket/For the last hundred days (with apologies to Monster Magnet)

And I guess actually it's been more like fifty-five days.  Anyway, I slipped again on the blogging; too much gaming, and a recurring leg injury, have meant that when I was in the mood to do game stuff I was gaming, not writing, and when I wasn't in the mood to do game stuff I wasn't in the mood to do much of anything else either.

So here's another lightning recap of all the minis gaming I've done since my last post:

I literally have no memory of this game, but I see my SRA 35th Combined Arms Regiment, "Les Somnambules" (The Sleepwalkers) on the top side of the table, squaring off against Britt's protean Northern list.  There's a decent chance Rory borrowed the Sleepwalkers for this game; gents, do you remember if this is the case? Any reminiscences of this matchup?



This was a match between me, running my WFPA 44th CAR ("The Skyfallers") against Justin's Northern Lights Confederation army (at least I think it was - I seem to remember some Chaplain re-rolls, which indicate a Norlight list).  We rolled up a 'Surrounded' mission, and I took the center.  One of my objectives was to get my Aller tank safely off the board, which I did - although I might have done so too early, as its firepower would have been helpful in the last round.
Just off-screen to the left and right are Justin's intermixed Recon and Fire Support squads.  My Dragoon gears are scattering to try and grab some kills, and my infantry are basically screwed due to the lack of buildings or good cover.  Notice my Aller tank casually getting the hell out of Dodge at center left.

The three smoking wrecks you see here are 60% of my Dragoon squad.  To the upper right you can see my Aller engaging some of Justin's Gears, having knocked one down to its last armor box.  If memory serves I may have actually even killed it, although it didn't make a difference in the long run.

Again, if I remember correctly, my infantry did some damage to Justin's Gears as they closed in, but it was too little, too late...

...as this picture neatly illustrates (cool billboard signage courtesy of my friend Keith, who I will convince to play a game of Heavy Gear someday).


Another matchup between the Skyfallers and Justin's Norlights.  Playing beside us on the same table are Brandon's CEF and Tyler's something-or-other - his new MILICIA list, I think?


Here's what happens when an Aller stops a couple of Anti-Tank Missiles the hard way.

"He's the one with one arm, but I'm the one who's dead? Bogus."




At this point Britt and I started what was supposed to be an epic Flames of War campaign, using their older 'Axis of Attack' ruleset and (loosely) re-creating part of the Axis thrust in the Ukraine in 1943.  Unfortunately it turned into a three-up, three-down rout for my Hungarians, no doubt due to their lack of paint and not due to my inept generalship or REALLY inept Battlefront Hungarian dice (which are legitimately evil, I think).

Mission One: Looks promising, doesn't it?  It all goes downhill from here, though.

Actually at this point it's still going sort of ok. My Pioneer infantry have jumped into the buildings on their side of the street, preparing to attack the Soviet hordes on the other side.  Similarly my tanks have moved up with no losses from Britt's guns thus far.

Haha, ok, never mind. Things are already terrible and his reserves have just flooded the backfield. The bottle of generic Aleve by the roadbed is for my leg, not for the giant pain in the ass that is Soviet artillery.  Dumb ol' Red God of War.




Mission Two: since Britt's Soviets won, instead of the Axis pushing forward deeper into Mother Russia, we fought in the same village again.  This one we fought at Ron's store (The Game Connection), with Josh and Rory along to watch us play and pick up the rules; later that night they'd fight it out with different forces in the same town.

Here we go again.  I deploy a bit more aggressively; however I've also not put my objective anywhere near close enough to the front because I still don't remember that they're not actually scenery and can in fact go in the damn river. Basically the same thing happens as did in our first game, which is fortunate since I don't have any other pictures from this match.



I do have some from Rory and Josh's matchup, however.  In the interest of something approximating impartiality, I made up Josh's Soviet list and am offering him some advice, while Britt is advising Rory's Germans.  I think this was a good idea on Britt's part, as it made us a bit detached since we were advising our enemy; this helps cut down on the 'backseat driver' factor.

Rory, seated at the top edge, has something like six tanks in his list. Josh is starting out with only brave Soviet infantry and a single T-34 tank as his army HQ.  However, in reserve he has a heavy mortar company, some anti-tank guns, and ten more T-34s. He just needs to hold on long enough to get them on the table.

Which he does. Josh winds up holding the objectives for the win.


In the middle of the FoW campaign I got in another Heavy Gear game with Rory - he borrowed the Sleepwalkers, I ran the Skyfallers (I really need to get a new army or three painted up; I have four and a half HG armies primered and ready to go, I'm just a terrible procrastinator which certainly has nothing to do with the just-short-of-two-month hiatus this blog just suffered).

Setup. We played on a large (for 800TV worth of HG, anyway) board of 4'x6'.

That silver thing that's on fire at middle left only looks like an unpainted German Panzer 38(t), it's actually a Northern Jaxon missile tank.  Or it was until Rory's Huns smoked it, anyway.

My army commander, being a simple farmboy from the great prairies of the WFP, isn't sure he's buying all this United Mercantile Federation propaganda; he's never even seen the UMFA in the field!


Here's what one motivated Jaguar toting a Snub Cannon (with the Block 40 upgrades of the Dedicated Tankhunter Initiative) can do to two Southern Huns.  A better combat photographer would have actually gotten a picture of said Jaguar, but you take what you can get.  Despite all this carnage, Rory still won, as I brilliantly forgot to give myself enough time to complete my Scout mission (who knew it took two turns to do that?)


And then Britt and I played our final game of the FoW campaign.  Great ruined city terrain courtesy of Britt; great paintjob on most of my armor by Rory.  Hamfisted strategy was mine and mine alone, however.
This is what it looked like from Britt's side of the table.  This actually wound up being a fairly good game until a turn of bad results (and the cumulative effects of about a million failed "Bog" checks due to an early thaw) broke the back of my final offensive.


 The little green triangles you see next to four of my tanks are "Bog" markers, indicating that my tanks have gotten stuck in the horrible Ukrainian mud and are going to be useless for the current round.  I had thirteen armor units in my list, and four of them bogged down was probably the average result each turn.  You do the math.

One of my Toldi I recon tanks has brewed up, blocking the relatively good terrain of the railroad for my Nimrod AA tanks (which are being pressed into service as infantry hunters, since the weather has canceled air support for both sides).

My company 2iC, riding in a Panzer 38(t) looks through the walls of a ruined Soviet tractor factory as his tankers come under fire from Soviet 45mm AT guns.

"The clock on the wall says three o'clock.
Last call."
I throw my Pioneers and all my tanks forward in a desperate push.  My artillery has been only partially effective all game, and things are getting bad.  As this is turn 3 Britt will start rolling for his reserves, which means they will only get worse.  

See?

Britt's batallion commander looks on as his brave frontoviks rush forward, victorious.  I don't think the commissars even had to shoot anyone.  That's a good day in Uncle Joe's army!



Whew! All caught up. Let's not let that happen again.

Saturday, February 4, 2012

Heavy Flames of War Gear (with apologies to Norwood for biting his style)

Got in a game of Flames of War this past Wednesday, and semi-demoed a game of Heavy Gear on Thursday for Rory, with the cooperation of Justin, who's already started playing.



FoW: long story short, got my CiC killed and pushed below the company morale threshold before turn 7, which was how long I needed to hold my two objectives. I had fun, and my opponent, Mike, was very patient and helpful with me since I hadn't played FoW in about 8 months or something now and had half-forgotten a lot of stuff. Unfortunately this first game in the local Firestorm: Bagration campaign might be my last, as due to space issues all future games will be on Thursday, which already belongs to my current fave minis game...

HG: Rory was willing to give it a try, although he'd said earlier while watching the end of Brandon and my last game that he wasn't sure it would be his cup of tea (SPOILER ALERT: by the end of the night he was figuring out which faction he wanted to buy). Our local Pod Squad rep, Dale, had mentioned the possibility of me joining the Pod Squad as well, since I live an hour west of him and can conceivably cover demos in places like Greensboro, Southern Pines, etc. In that spirit, and with the arrival of another newer (although not newbie) player Justin, Dale suggested I run the demo as a trial by fire.

MISSION SETUP
OBJECTIVES:
  • more-or-less successfully teach the basics of Heavy Gear: 2VP
  • don't make an ass of yourself: 2VP
Here, Rory is not sleeping, as the casual observer might think - he is checking line of sight for an attack!  Presumably one of those damnable metabananas is in the way AGAIN.  (nb: work on house rules for using 'Junglemower' VHACs to clear sight lines)


Here, a MILICIA Sidewinder and 'Knifey McGee,' the Jäger whose off-hand I glued a Vibroblade to before realizing he was already carrying a sheathed one, menace a freshly-painted MAC-armed Norlight Hunter.


Near the end of their second demo game, Justin is pointing at one of his Hunters, presumably because it's about to do something.  At the top left of the field you can see two MILICIA gears that were recently killed by the combination of a phenomenally well-thrown hand grenade and (if memory serves) judiciously sprayed LRP fire.  Everyone is clustered around the central mesa (the one with the ripe, red metabanana plants, naturally) as for this second game we instituted a simple goal of 'most gears at light or better within 4" of the hill.'  Unfortunately for Justin, his Hunter near the bottom edge of the board will wind up being about an inch short of contesting the hill after its move, and the game will be a bloody draw.

All in all, I think my first attempt to demo the game went fairly well.  There were a few things I still need to drum into my head (like how shifting speed bands and movement modes has a few limits more complex than 'one step either direction'), but mostly this simplified version went off OK.  This coming Thursday Rory wants to play a full game, so I'm coming up with two 500TV lists, to introduce stuff like Command Points, multi-action models, reaction fire - all the stuff that really makes HG shine.  Meanwhile Rory is already thinking up paint schemes for what seems like it might be an Eastern Suns Emirate Guard army....

PS - I think I got 3VP.  Maybe just 2.

Tuesday, June 7, 2011

Hey dummy, over here

Purely for my own benefit as I spent 20 minutes looking for these damn year-old lists this afternoon:

List #1 - SS 1943 Schwere Panzerkompanie 1500pts
HQ: Tiger 1 E x1, Sd Kfz 9 (18t) recovery vehicle - 450

Combat Platoons:
1943 Schwere Panzer Platoon #1: Tiger 1 E x1 - 435
1943 Schwere Panzer Platoon #2: Tiger 1 E x1 - 435

Weapons Platoon:
Panzer Scout Platoon: HQ section w/ 3 Scout squads - 180

List #2 - SS Gepanzerte Panzergrenadierkompanie - 1500pts
HQ: Company HQ - 120
-CC SMG team, 2iC SMG team, Anti-tank Rifle team, 3x Sd Kfz 251/1C

Combat Platoons:
Gepanzerte Panzergrenadier Platoon #1 HQ w/ 2x Panzergrenadier squads - 200
-Command MG team w/ Sd Kfz 251/10C, 2x squads of 2 MG teams + Sd Kfz 251/1C

Gepanzerte Panzergrenadier Platoon #2 HQ w/ 2x Panzergrenadier squads - 200
-Command MG team w/ Sd Kfz 251/10C, 2x squads of 2 MG teams + Sd Kfz 251/1C

Weapons Platoon:
Gepanzerte Infantry Gun Platoon - HQ section w/ 2 guns, added 3x Sd
Kfz 251/1C halftracks - 110

Divisional Support Platoons:
1943 Schwere Panzer Platoon - 2x Tiger 1 E - 870

Friday, May 27, 2011

Hey remember being tired of this recursive crap already?

So as I've been reading more of Ungvary's The Siege of Budapest it's becoming clearer and clearer to me that I should have made a Hungarian Assault Artillery list, as they are all over his account of the fighting in Budapest. Still, I'm happy with my tanker list, as the Turan II from Battlefront is a great looking little model (and as I don't think I could actually fit an assault gun list in under the restrictions of the first stages of the Escalation League)!

But I did feel like I wanted to change my Hetzers in the 1750 iteration of the list for the native-grown Zrinyi II assault guns. It was a hard call, because the Hetzers are one of the things I was liking the most about the old list. But I'm sure I can find them a home someplace else, and the Zrinyi really deserves some table time. This swap saves me 30 points, which neatly buys me a Supply Truck for my engineers, so hopefully this is the final iteration of my Hungarians:

1750pts Hungarian Harckoscsizo Szazad (Tank Company) (1750)
Company HQ - 2 Turan II tanks (125)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #3 - Harckocsizo Platoon - 3x Panzer IV H (285)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-add Command 'panzerknacker' SMG team (5)
-add 3-ton trucks (5)
-add Pioneer Supply Truck (25)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)
-replace Command Rifle/MG squad with Command 'panzerfaust' SMG team (10)

Divisional Support Platoon #2 - Motorized Artillery Battery - HQ w/ 4x 105mm 37M howitzers (210)
-trucks (5)

Divisional Support Platoon #3 - Rohamagyus Platoon - 3x Zrinyi II assault guns (225)

I'll also be pulling the recovery vehicle that I added at the 1500pt step in favor of the Command team upgrade for the Pioneers, as I've read plenty of stuff about brave antitank work in Ungvary's book and none about recovery vehicles.

Monday, May 16, 2011

Hey, remember rememblahblah more FoW Hungarian lists

Ok, I needed arty more than I needed 4 light tanks:

1200pts Hungarian Harckoscsizo Szazad (Tank Company)
Company HQ - 2 Turan II tanks (125)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-add 3-ton trucks (5)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)

Divisional Support Platoon #2 - Motorized Artillery Battery - HQ w/ 4x 105mm 37M howitzers (210)
-trucks (5)



1500pts Hungarian Harckoscsizo Szazad (Tank Company) (1495)
Company HQ - 2 Turan II tanks (125)
-SdKfz 9(18t) (Famo) recovery vehicle (5)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #3 - Harckocsizo Platoon - 3x Panzer IV H (285)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-add 3-ton trucks (5)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)
-replace Command Rifle/MG squad with Command 'panzerknacker' SMG team (5)

Divisional Support Platoon #2 - Motorized Artillery Battery - HQ w/ 4x 105mm 37M howitzers (210)
-trucks (5)



1750pts Hungarian Harckoscsizo Szazad (Tank Company) (1750)
Company HQ - 2 Turan II tanks (125)
-SdKfz 9(18t) (Famo) recovery vehicle (5)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #3 - Harckocsizo Platoon - 3x Panzer IV H (285)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-add 3-ton trucks (5)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)
-replace Command Rifle/MG squad with Command 'panzerknacker' SMG team (5)

Divisional Support Platoon #2 - Motorized Artillery Battery - HQ w/ 4x 105mm 37M howitzers (210)
-trucks (5)

Divisional Support Platoon #3 - Rohamagyus Platoon - 3x Hetzer assault guns (255)

Sunday, May 15, 2011

Hey, remember remembering Flames of War like two days ago?

So do I, because it was just two days ago! In the comments on that blog post, my friend and primary wargaming buddy (and possibly only current blog reader) Britt pointed out that there's an escalation league starting up at a game store in Cary that I've heard of but never been to, called Gamer's Armory.

I love the whole 'escalation' league format, whatever it's called and whatever the actual wargame. They're a great way to bring new players in to a game, or let old players start a new list they're interested in. I'm in a Warhammer Fantasy escalation league right now (and supposedly in a 40k one, but I've stalled out on that one a bit), and I think they're just great. This one in particular, for Late War-era Flames of War, has me interested because I'm just picking up a really fascinating book called The Siege of Budapest by Krisztian Ungvary (and apologies for the lack of correct diacritical markings).

Here's my first 'checkpoint' list, for 600pts, with some interesting Hungarian tanks that fit neatly under the league restrictions for these games (front armor no higher than 7, Anti-tank rating no higher than 11), the Turan II medium tanks.

600pts Hungarian Harckoscsizo Szazad (Tank Company)

Company HQ - 2 Turan II tanks (125)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Motorized Rifle Platoon - HQ section w/ 2 Rifle squads (95)

For the next step, 800pts, I can just add 2 more rifle squads and trucks to the Motorized Rifle Platoon (net gain of 85) and a platoon of Nimrod Self-propelled AA guns (115), or a Light Harckoscsizo Platoon of five Toldi II light tanks (195), or add a 2-squad Motorized Pioneer Platoon with trucks and Command SMG team (195) and the aforementioned trucks for the Rifle Platoon (5). Just all sorts of fun stuff you can do in this little format!

EDIT TO ADD: on looking further, the next several steps are all 200-point chunks, so based on the above it looks like I'm set for 800, 1000, and 1200! Now just to figure out a 300pt chunk for the jump to 1500 and a final 250 for the 1750 endpoint! First thoughts: a platoon of three Panzer IV H's (285) and then topping it off with an Assault Gun platoon of three Hetzers (255) to come in at 10 points under budget. Still thinking on that one though.

EDIT mk II: let's go ahead and do this thing at all points levels:


800pts Hungarian Harckoscsizo Szazad (Tank Company)

Company HQ - 2 Turan II tanks (125)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add trucks (5)



1000pts Hungarian Harckoscsizo Szazad (Tank Company) (total 995)

Company HQ - 2 Turan II tanks (125)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)
-add 3-ton trucks (5)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)



1200pts Hungarian Harckoscsizo Szazad (Tank Company)

Company HQ - 2 Turan II tanks (125)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)
-add 3-ton trucks (5)

Weapons Platoon #2 - Light Harckocsizo Platoon - 4x Toldi IIa tanks (195)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)



1500pts Hungarian Harckoscsizo Szazad (Tank Company) (1490)

Company HQ - 2 Turan II tanks (125)
-SdKfz 9(18t) (Famo) recovery vehicle (5)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #3 - Harckocsizo Platoon - 3x Panzer IV H (285)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)
-add 3-ton trucks (5)

Weapons Platoon #2 - Light Harckocsizo Platoon - 4x Toldi IIa tanks (195)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)



1750pts Hungarian Harckoscsizo Szazad (Tank Company) (1745)

Company HQ - 2 Turan II tanks (125)
-SdKfz 9(18t) (Famo) recovery vehicle (5)

Combat Platoon #1 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #2 - Harckocsizo Platoon: 3x Turan II tanks (190)

Combat Platoon #3 - Harckocsizo Platoon - 3x Panzer IV H (285)

Weapons Platoon #1 - Motorized Pioneer Platoon - HQ Section w/ 2 Pioneer squads (180)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)
-add 3-ton trucks (5)

Weapons Platoon #2 - Light Harckocsizo Platoon - 4x Toldi IIa tanks (195)

Regimental Support Platoon #1 - Self-propelled AA Platoon - 2x Nimrod AA guns (115)

Divisonal Support Platoon #1 - Motorized Rifle Platoon - HQ section w/ 4 Rifle squads (175)
-add Botond trucks (5)
-replace Command Rifle/MG team with Command Panzerfaust SMG team (10)

Divisional Support Platoon #2 - Rohamagyus Platoon - 3x Hetzer assault guns (255)

Friday, May 13, 2011

Hey, remember Flames of War?

I do! I also remember that there's lots of people playing it at The Game Connection in Knightdale, and that I've got an Eastern Front SS list about one-quarter built, and also that last spring my good friend Norton said he'd be interested in playing if I ever got around to showing him how. So, for my benefit as much as anything else, I dug out the two 600pt 'starter' lists I'd come up with and actually ordered last year. Last night a few of the German armored cars got assembled! This is a thing that his happening this year!

600pt Panzerspahkompanie (Tunisia) 600pts
HQ: SdKfz 223 (30)

CP#1: Light Panzerspah Platoon: 1 Patrol: 3x SdKfz 223 (110)

CP#2: Light Panzerspah Platoon: 1 Patrol: 3x SdKfz 223 (110)

DSP#1: Assault Gun Platoon: 2x StuG G (340)
-Schurzen for both StuG Gs (10)


600pt US Rifle Company (Tunisia) 600

HQ: Company HQ (20)

CP#1: Rifle Platoon: HQ Section w/ 3 Rifle Squads (90)
-Bazooka Team (20)

CP#1: Rifle Platoon: HQ Section w/ 3 Rifle Squads (90)
-Bazooka Team (20)

DSP#1: Tank Platoon: 3x M4 Shermans (345)

DSP#2: Truck Section: 2x Truck Squads (15)

The only bad part is I don't have any German infantry for Nortonwood to learn the infantry-on-infantry assault rules on. I might need to see if I can quickly snag the stuff to drop the StuG Gs (which I want so we can demo the tank-on-tank stuff) and run this list:

Panzerspahkompanie (Tunisia)
HQ: SdKfz 223 (30)

CP#1: Light Panzerspah Platoon: 1 Patrol: 3x SdKfz 222/223 (110)

CP#2: Light Panzerspah Platoon: 1 Patrol: 3x SdKfz 222/223 (110)

CP#3: Half-Tracked Panzerspah Platoon: 1 Patrol: Command SdKfz 250, 2x SdKfz 250/9 (120)

WP#1: Gepanzerte Aufklarungs Platoon: HQ section with 3 Aufklarungs Squads (225)
-replace Command HMG team w/ Command SMG Panzerknacker team (5)

This would require me to buy 2 bags of SdKfz250s and 1 bag of the SdKfz250/9 with 2cm gun, along with a bag of Afrika Korps infantry (all by Old Glory). This would be fairly cheap, and also go a long way towards fielding a full-sized 1500pts worth of Afrika Korps in the future, so I am in fact going to do this.

Say, lets take a look at a putative 1500 Panzerspah list based on these purchases! Fun!

1500 Panzerspahkompanie (Tunisia) 1495

HQ: SdKfz 250 (35)

CP#1: Light Panzerspah Platoon: 2 Patrols: 6x SdKfz 222/223 (220)

CP#2: Light Panzerspah Platoon: 1 Patrol: 3x SdKfz 222/223 (110)

CP#3: Half-Tracked Panzerspah Platoon: 1 Patrol: Command SdKfz 250, 2x SdKfz 250/9 (120)

WP#1: Gepanzerte Aufklarungs Platoon: HQ section with 3 Aufklarungs Squads (225)
-replace Command HMG team w/ Command SMG Panzerknacker team (5)

WP#2: 7.5cm Armoured Car Platoon: 3x SdKfz 233(7.5cm) (170)

DSP#1: Assault Gun Platoon: 2x StuG G (340)
-Schurzen for both StuG Gs (10)

DSP#2: Heavy AA Gun Platoon: HQ section w/ 2x 8.8cm FlaK36 (235)
-add Kfz 15 field car, SdKfz7(8t) Halftracks (5), eight crew per gun for RoF 3 (20)

OR pull the 7.5 AC platoon and take Priority Air Support for a flight of Stukas - 175pts, 1500 on the nose.

Tuesday, April 5, 2011

Back to the salt mines

Well, the blog and my minis gaming both took a huge nosedive last May. What's the best way to remedy that this spring/summer? Why, biting off way more than I can chew, of course. Here's the project list in rough priority order:

1) AK-47 Republic, in 6mm (minis by GHQ). Minis are here, waiting on bases. Slightly terrified of trying to paint stuff that small; the infantry is roughly grain-of-rice-sized. On the plus side I won't be painting web gear or belt buckles at this scale...

2) Battletech, using the highly superior Quick Strike rules. I'm still waiting on about half of my mechs, which I bought from an increasingly shady looking eBay dealer. Paint job will be simple as I'm rolling with the Fighting Urukhai this summer. My friend Britt is putting together a campaign setting and six of us will be recreating (precreating?) the 3039 War.

3) Flames of War. I have finally started assembling my filthy Nazi bastids, and am eyeballing a valiant workers' Soviet Lend-Lease army. Emchas! Woo!

4) WWI naval gaming. I've got some incredibly cheap (and incredibly tiny) 1/6000th scale minis on the way in from Strange Cargo games in Marathon, FL (one of the few places in South Florida I don't detest). I grabbed enough stuff to do the German East Asia squadron stuff (Coronel and Falklands) as well as the Goeben's run to Constantinople.

And the biggest, most indigestible thing I'm working on?

The Summer of Slaanesh! Lots of 40k and WFB stuff that has been languishing way too long. Most of what I'll be putting together now that the weather is turning is going to be Slaaneshi-themed, viz:

a) WFB Chaos Warriors, all Slaaneshi-aligned, for the Slow-Grow League at All Fun and Games in Cary. What better way to learn the rules than to play other people who already play? Minis inbound. I've been agonizing over the listbuilding stuff as I have no real idea of how this game actually looks on the tabletop.

b) 40k Dark Eldar for the same league, fluffed as being a renegade Cult of Slaanesh (in memoriam of the great old Cult of Slaanesh list from WFB about 2 or 3 editions ago). What's the one thing guaranteed to irk the jaded Dark Eldar establishment? Worship of She-Who-Thirsts! Bulk of the first 500 points are already here, although I forgot to order any transports.

c) 40k Chaos Space Marines, Angels of Ecstasy. I just want to play some Marines damnit!

d) Mordheim Cult of the Possessed: I think the Mordheim gaming at The Game Connection in Knightdale is on hiatus, but it's only like 6 minis and I'll be using the same color schemes as some or all of the Slaaneshi stuff above. Why not?

e) Blood Bowl Chaos team: I'm not certain of the mechanics of my local BB league this summer, as I haven't discussed it with my benevolent commissioner Da'vesh (or is his brother in charge this year?) lately. But whatever store it winds up at, and even if I only get to play a few exhibition games, what better time for a return of the Libertines than in the Summer of Slaanesh?

f) Battlefleet Gothic: Angels of Ecstasy warfleet. 'Nuff said.

Time to stock up on pink paint.

So anyway, since I have various materials shortages for some of these, the current worktable is slapping together 500pts of Angels of Ecstasy. One CSM unit in a Rhino, and a Terminator Sorcerer with a small retinue (yes, I know the retinue rules are gone. shut up). Pics tomorrow; I should have everything bar the Rhino built by then.

BONUS FALL PREDICTIONS:
A Very British Civil War (Fascist Yanks take the Isle of Wight!)
Martian Empires
Revolt on Antares gaming in 15mm
Heavy Gear
hell freezing over, etc

Friday, April 23, 2010

Roxanne... you don't have to put on the Red Army

Soviet midwar lists at 1500; will be editing this post as I add new lists until I fall asleep....

Gvarrdeyski Tyazhelyy Tankovy Polk list #1 (aka the Bad Idea Express), 1485pts

HQ: 1x KV-1s (165)

Combat Companies:
-CC#1: 4x KV-1s (660)
-CC#2: 4x KV-1s (660)


Gvarrdeyski Tyazhelyy Tankovy Polk list #2 (slightly less ludicrous), 1500pts

HQ: 1x KV-1s (165)

Combat Companies:
-CC#1: 3x KV-1s (495)
-CC#2: 3x KV-1s (495)

Corps Support Companies
-CSC#1: Sapper Company, w/ 3x Sapper Platoons, Pioneer Supply horse-drawn wagon (345)

NB: or replace Sappers with:
-Strelkovy Battalion w/ 1 Rifle Platoon, 1 SMG Platoon, Komissar team, 1x Maksim HMG team, 2x Light Mortar teams (345)

Guards Tankovy Batalon, 1495pts

HQ: 1x T-34 obr 1941/42, w/ Tankodesantniki SMG team (110)

Combat Companies:
-CC#1: 5x T-34 obr 1941/42, w/ Tankodesantniki SMG teams on all (560)
-CC#2: 10x M3A1 Stuart (400)

Weapons Companies:
-WC#1: Tank-Rider Company w/ 2 Rifle/MG Platoons, 1 SMG Platoon, Komissar Team, 1x Maksim HMG team (455)

nb: drop the Stuarts to 9 (so I'm not buying an extra bag to only use 1); can add a 2nd Maksim HMG team to the Tank-Riders, pts will be the same

Guards Strelkovy Batalon (Red God of War themed, cheesy), 1500pts

HQ: Battalion HQ, w/ Company Command Rifle Team, 2iC Rifle Team, Battalion Komissar team, Anti-aircraft platoon (3x DShK AA MG on trucks) (95)

Combat Companies:
CC#1: Strelkovy Company w/ 1 Rifle Platoon, Komissar team, 2x Maksim HMG teams (200)
CC#2: Strelkovy Company w/ 1 Rifle Platoon, Komissar team, 2x Maksim HMG teams (200)

Corps Support Companies:
-CSC#1: Strelkovy Artillery Battery w/ 8x 76mm ZIS-3 and 4x 122mm obr 1938, Komissar team, observer rifle team, 2x anti-tank rifle teams, wagons & limbers, tractors (455)
-CSC#2: Reserve Heavy Artillery Battery w/ 8x 152mm obr 1943 hwzrs, observer rifle team, wagon and tractors (550)

Batalon Opocheniya (Militia Battalion, aka how much room do we have on the table anyway), 1480 and just silly

HQ: Battalion HQ, w Company Command Rifle Team, 2iC Rifle Team, Battalion Komissar team (25)

Combat Companies:
CC#1: Opolcheniya Company w/ 3x Rifle platoons, 4x Light Mortars, 3x PTRD anti-tank rifle teams, Komissar team (335)
CC#2: Opolcheniya Company w/ 3x Rifle platoons, 4x Light Mortars, 3x PTRD anti-tank rifle teams, Komissar team (335)
CC#3: Opolcheniya Machine-gun Company w/ 3 MG platoons, extra HMG per platoon, Komissar team (175)
CC#4: Opolcheniya Mortar Company w/ 2 Mortar platoons, Komissar team, observer rifle team (85)

Weapons Companies:
WC#1: Opolcheniya Heavy Mortar Company w/ 2 Mortar platoons, Komissar team, observer rifle team (90)
WC#2: Opolcheniya Anti-Tank Company w/ 6x 45mm obr 1937, Komissar team (110)
WC#3: Opolcheniya Anti-Tank Rifle Company w/ 3x Anti-Tank Rifle Platoons, Komissar team (160)
WC#4: Opolcheniya Artillery Battalion w/ 4x 76mm ZIS-3, 4x 76mm obr 1927, Komissar team, Observer Rifle team, horse-drawn wagons/limbers (165)

Wednesday, March 17, 2010

Panthers or Tigers or StuG Gs, oh my

Eastern Front, midwar lists: should I go for a three-Tiger Schwerepanzer company (with 335 points of miscellaneous list-filler), or a 7-strong Pantherkompanie with only 185 points of other stuff, or a mixed bag panzerkompanie with even less room for hangers-on (150 spare points in the version below)? The problem with all these is that I wind up with just a tiny tiny amount of infantry - usually one smallish specialist platoon like scouts or pioneers. Are pure- or nearly-pure tank lists even remotely viable in FoW?

1943 Schwerekompanie (Heer) 1500

HQ: Company HQ: 1x Tiger I E, Sd Kfz 9 (18t) Recovery Vehicle (400)

CP#1: '43 Schwere Panzer Platoon: 1x Tiger I E (385)

CP#2: '43 Schwere Panzer Platoon: 1x Tiger I E (385)

WP#1: Gepanzarte Aufklarungs Platoon, 3 squads (6 MG teams), Command Panzerknacker SMG team, 4x Sd Kfz 250 (230)

WP#2: Panzer AA Gun Platoon, 2x Sd Kfz 7/1 (Quad 2cm) (100)

Pantherkompanie (Heer) 1500

HQ: Company HQ: 1x Panther D, Bergepanther Recovery Vehicle (210)

CP#1: Panther Platoon: 3x Panther D (565)

CP#2: Panther Platoon: 3x Panther D (565)

DSP#1: Panzergrenadier Platoon, 2x squads (4 MG teams), Mortar Squad, Command Panzerknacker SMG Squad, 3x Kfz 70 trucks, 1x Kfz 15 staff car (160)

Panzerkompanie (Heer) 1500

HQ: Company HQ: 2x StuG G, add Sd Kfz 9 (18t) Recovery Vehicle (345)

CP#1: Panzer Platoon 3x Stug G (510)

CP#2: Panzer Platoon 3x Panzer IV G(late) or H (495)

WP#1: Panzer Scout Platoon, 3 squads (3 MG teams), Command MG team, replace bikes w/ 4x Kubelwagens (150)

EDIT: interesting note on the Pantherkompanie - if I ditch the infantry and the Bergepanther, the points I'd have left are just enough to buy a 2iC Panther, which I could then use the kampfgruppe rules with (although doing so in a 8-model list might be odd at best...)

Friday, March 12, 2010

Tunisia? I hardly knew 'er!

I may clean this up a bit later, but basically it's two proposed Flames of War lists for the Tunisian theater. Looking for suggestions/criticism as usual:

1500 Panzerkompanie (Tunisia) (1500)

HQ: Company HQ: 2x Panzer III L or M, add SdKfz9(18t) recovery vehicle (235)

CP#1: Panzer Platoon: 3x Panzer III L or M (345)

CP#2: Panzer Platoon: 3x Panzer III L or M (345)

WP#1: Panzer Scout Platoon: 2x Scout Squads (115)
[1 Cmd MG teams, 2 MG teams, 3 Kubelwagens]

WP#2: Panzer Pioneer Platoon: 2x Pioneer Squads (120)
[1 Cmd MG/2 MG teams, 1 Kubelwagen, 2 Sd Kfz251/7 (Pioneer) halftracks]

DSP#1: Assault Gun Platoon: 2x StuG G (340)

And someone to fight them, of course:

1500 US Tank Company (1500)

HQ: Company HQ: 2x M4A1 Sherman, add M31 TRV (240)

CP#1: Tank Platoon: 5 M4A1 Sherman (575)

CP#2: Tank Platoon: 5 M5A1 Stuart (310)

WP#1: Recon Platoon, w/ Bazooka teams and AA MGs on Jeeps (90)
[Cmd rifle, Bazooka, 2xRifle teams; M2 half, 2 Jeeps]

WP#2: Recon Platoon, w/ Bazooka teams and AA MGs on Jeeps (90)
[Cmd rifle, Bazooka, 2xRifle teams; M2 half, 2 Jeeps]

DSP#1: Armored Field Arty Btty: HQ section (swap Jeeps w/ M2 Halftracks, 3x M7 Priest (195)
[Cmd carbine team, staff team, observer carbine team; 3 M2 halftracks, 3 M7 Priest]

I wanted two armored forces, but I also wanted them to have some differences in composition and playstyle. Will these two forces be too similar to make for a fun teaching/opfor duo for me to lend out?

Thursday, January 14, 2010

Playing catch-up #3: Illinois Nazis



"I hate Illinois Nazis."

Not much of a batrep here. Poor Britt spent at least ten minutes setting up all his Soviet Strelkovy Battalion, digging in and prepared to fight tooth and nail for the Rodina. I cleverly (hah!) diluted my already numerically weak forces even more by using the German "Kampfgruppe" rule in an attempt to gain superiority in maneuver elements. The plan for this game was to also introduce artillery, so that I could start to learn the FoW rules for it; my force had some 10.5cm cannon, and Britt was fielding the dreaded Katys. You can even see the artillery template on the table, here at the end of turn one when things were already falling apart for me:

I basically wasted my 105s on Britt's light tankovy company - miraculously getting a kill on one of them, but not slowing them down at all. Instead they forged ahead and began blowing the jeepers out of the two units I was trying to roll up my right flank, killing two out of the three Panzer IVs I had left after peeling one off for a singularly ineffective Kampfgruppe on the left flank.

The next turn it got worse, as the last Panzer IV got hosed by the remaining six T-70s (I think that's what they were) of Britt's Tankovy company. My Gepanzerte Panzergrenadier platoon took a hit too, losing one of their three halftracks; and if memory serves they failed a morale check and ran the hell away in fine Teutonic fashion, instead of occupying the woods commanding the fordable portion of the river as initially planned.

Meanwhile, on my left flank, my kampfgruppe and another platoon of panzergrenadiers (mounted in Kfz 70 trucks) had bogged down under withering MG fire from Britt's Soviet infantry, who were dug in like ticks all along his deployment zone, as well as sporadic bombardment from Stalin's Organs (I guess that sounds less dirty in German? maybe not), the annoying Katyushas.

By this point I'd killed one tank, lost virtually all my armor (the tank I had left was pinned since the infantry carriers in the rest of his Kampfgruppe were pinnable), and had basically nothing that could realistically oppose Britt's virtually unscathed horde of valiant pesants, so I threw in the towel and we played a game of Space Hulk (which will eventually get a writeup here, despite arguably being a boargame rather than a wargame).

Wrap-up? I made some pretty big mistakes, and did some abysmally bad shooting with my tanks prior to getting them all shot out from under me. I also totally misused my arty; while it wouldn't have made too much difference, I'd have been better served by using it to shell Britt's densely-packed infantry, and saved shots on his tanks for later (presumably shooting over the open sights as they came barreling down my right flank, but no matter). But basically, Britt rolled through me like the Bluesmobile through the Illinois Nazis.

Wednesday, December 2, 2009

Game the second: or how I leared to stop worrying and love the assault phase

My second game of Flames of War with Britt (and again, with his minis) was much more complex, but still fun. He's wisely been introducing one new game concept per matchup, and our second game introduced infantry. It introduced a lot of infantry, to be perfectly honest:




I will try to get Britt to remind me what the exact flavor of badass was for all those Russians I was looking down the barrel of in this picture - was it a Shock Battalion? In any event, there were more than enough of them, and my Germans were spread throughout the little town just enough to ensure that each assault flowed into a new counterassault und so weiter until basically all my foot were dead.

I managed to pull out a win anyway, through a combination of lucky dice rolling and historically questionable usage of StuGs as machine-gun platforms. At the time we weren't quite certain we handled the assault rules correctly, but as far as my follow-up readings go I think we got it pretty much right. I did find it interesting that while shooting in FoW is strict IgoUgo, there are reactive elements in the assault phase that the main game mechanics seem to be lacking. I'm not sure about the design philosophy behind this, unless it's maybe that pure IgoUgo with infantry would marginalize them into unplayability?