A Dry Season

State of the Union

Well, the gaming drought continues due to the crushing workload of architecture school (insert whimpering sounds). After complaining, I’ll admit that I’m giving myself a four-hour break on Saturday to play Squad Leader with a friend at the local gaming club’s monthly game day. It’s been a long, long, (very long) time since I’ve played a game of Squad Leader, or any hex-and-chit wargame (unless Memoir ’44 or Command and Colors counts), and I’m really looking forward to it.

Current Events

I have managed to do a bit of reading here and there, though it’s not getting done at my usual rapacious pace. I finished up Frigates, Sloops, and Brigs, which was pretty darned awesome and launched into Balkoski’s Beyond the Beachhead: The 29th Infantry Division in Normandy. Balkoski’s book is the perfect resource for Skirmish Campaign’s Heroes of Omaha and Panzer Lehr, as it details the exploits of the US force covered in that game book and is written from the level of the blood and mud. The author did lots and lots of research from primary resources, which lends a lot of authenticity to the nitty-gritty perspective.

A chronicle of the 29th Division in WW2

I’m only about 50 pages in, but the book is clearly written, and has some great breakdowns of US infantry organization and small unit tactics. The narrative hasn’t reached actual combat, yet, but I suspect the quality will continue, or even improve. I get the impression that Balkoski fell in love with the 29th a bit, but I hope it won’t be to an annoyingly blinding degree.

In any case, if you’re considering playing the HOOPLA campaign book, Beyond the Beachhead is proving to be an essential companion piece. Unless the next 200 pages completely suck, in which case I’ll let you know!

Signing off for yet another night of drafting until I drool…

Rum, Buggery, and the Lash

A great source for Napoleonic naval scenarios

As often as able (not often), I’ve been reading James Henderson’s Frigates, Sloops, and Brigs. You can guess the book’s subject from the title. It details any number of small ship actions from the Napoleonic era, and goes into considerable detail on events leading up to the particular conflict, details of the conflict, and the aftermath. Quite often the reports are accompanied by maps of maneuvers and landmarks.

Speaking of landmarks, I’ve been a bit surprised at their existence in sea battles, but apparently many of these actions were fought within sight of land, or at least in areas with shallows and reefs that had a profound impact on tactics.

The reason I bring up Henderson’s book on this blog is that, if you have any interest in gaming Napoleonic naval combat and are a fan of the smaller ships, you should definitely pick up a copy. The battles detailed in the book range from ship-on-ship action to small squadrons at battle, and even a few cutting out operations. The ships present, the number of guns mounted, orders the captains operated under (at least on the British side), and the crew reputations are regularly detailed for each action. A pleasant bonus, is that the book is quite well written, and the battles are very easy to wrap your head around.

I picked up a few GHQ 1/1200 ‘MicroNauts’ miniatures a while back, and between re-reading Master and Commander and now Henderson’s book, I’m dying to play something in the period/genre. Oh, and I picked up TooFatLardies set of rules, “Kiss Me Hardy,” which seem quite excellent.

If only I had time to paint (and rig)!

Something Good

A new semester of architecture school has started, so things are going to be a bit slow and disjointed around ArkieGamer Land over the next few months.

I’ve complained about shipping and customer service in the wargaming world before, so I thought I’d give a shout out to PicoArmor, who have been absolutely exemplary in the way they do business. I’ve been stocking up on 1/600 Odzial Ozmy WW2 aircraft (more on that another time), and the guys at PicoArmor have always been quick with communication and have bent over backwards to help me out.

They have my unreserved recommendation. I just wish they were in the 1/72 business!

1.00 TW&T AAR

The Full 1.00

Yes, the fateful day has arrived. The blog has finally reached the 1.00 mark, signifying that I actually managed to play an historical miniatures wargame of some sort. The game in question was Too Fat Lardies, “Troops, Weapons, and Tactics” and the playing of the game took place way back before Christmas. Which should tell you a lot about how busy I’ve been with other, less interesting, things. Without further delay, here is my first attempt at an after action report for my first game.

The Setup

This intro game is an adaptation of the intro scenario from Two Hour Wargames “Nuts!.” The Nuts! scenario was a zoomed in, four-on-four skirmish action, but I upped the forces to a squad per side to conform to the TW&T rules.

An American infantry squad has been tasked with reconnoitering and taking an isolated farmhouse in the Normandy countryside. They will be passing through dense woods on their approach to the farmstead. Opposing them is a full squad of Heer soldiers, who have taken up defensive positions in the house and a copse of woods, both of which lie south of a single track sunken road.

I took the German side for the first run-through, with my buddy, Brendan, taking the part of the U.S. Army.

The starting disposition.

Cards

Rather than an I go,you go turn system, TW&T uses a card-based turn mechanic. The deck is composed of a series of cards representing various organizational elements (squads, MG sections, armor, etc), big men (NCOs and officers), national characteristics, and random events. There are also tactical initiative cards, which are the currency that big men use as a sort of action point.

The card system makes for a very swingy game with the small forces that we had under command in our game, but I think it would make for a dynamic and exciting game with more squads and leaders in the deck. Exploitation of the ‘right moment’ becomes a big factor with a random turn sequence, and one is forced to make difficult choices with the limited number of tactical initiative cards that come out of the deck in each turn. As important is that the card deck makes for a very exciting game, with moments of extreme tension interlaced with the occasional bit of elation.

The Americans push forward.

The card out on the table in the picture above is an American ‘All Blinds’ card, which, as you might imagine, allows the US commander to move all his blinds.

Movement

TW&T features random movement, which is one of the ways that Too Fat Lardies (TFL) create battlefield “friction.” While troops are on blinds, they move in good order, but once contact with the enemy and exchange  of fire occurs, various squad elements will depend on their leaders to get them moving.

The random movement can be a bit frustrating, but the randomness is somewhat mitigated by an exception which allows an element to move to a particular terrain future, without danger of running over their objective. For instance, if I rolled 9″ of movement, but my goal was to occupy a stone wall 6″ away, then I could stop at the wall. If I rolled 3″ of movement, then that would be all I was able to move, regardless of intent.

Moving onto the sunken road.

Operating by Teams
One of the cooler things about TW&T is that it encourages historical tactics. Unlike most skirmish games, the smallest element in the TFL game is the fire team. An American squad is broken down into a rifle team, a B.A.R. team, and a scout team. The scout team is forced to rejoin the rifle team once hostilities break out, and then the American is left with two teams. One team serves as a base of fire, and the second becomes a maneuver element.

As a new gamer, I really appreciate the ten or twelve pages of the rulebook that are devoted to explaining tactical doctrines of the major combatants of WW2. Not only does it help one play the game, but it’s interesting information in its own right.

A successful spot roll...

In the photo above, one of the American blinds has been spotted by my MG-34 team in the copse of woods. I can’t remember if I successfully rolled to spot, or if they were discovered by automatic spotting rules that come into effect at close range, but in any case, the unit was revealed. If this were a larger game, I would still have to be concerned about the remaining blinds as potential strong forces.

Wounds, Pinning, and Suppression
TW&T uses a d6 based combat resolution mechanic. Firepower is based on weapon type and number of men in the firing element, and superior ability or equipment results in rolling of more dice. The total rolled, minus any ill effects from earlier combat, is compared to a chart and a result is given. The results vary from ‘wounds,’ which really represent a loss of cohesion more than any physical injury, to suppressing an element, to pinning an element, to inflicting actual casualties.

Suppression (in the general sense) works very well. It’s a lot harder to kill a soldier than it is to make a unit duck and refuse to advance. The level of lethality and the difficulty of getting soldiers to advance in the face of fire feels about right to me. TFL rules emphasize leadership, and having a good leader in the right place at the right time is essential.

Units will defend themselves and hold their position, but they will not advance against the enemy without explicit orders from a leader.

Exchanging fire.

The photo above shows that the MG-42 team and American squad have both taken wounds, but no casualties, as yet.

There's a kill...

If you look closely at the picture above, you’ll notice that the ammo bearer on the German side is gone and has been wounded or killed. You can’t make him out, but the German big man, Gefreiter Fritz Lieber, is directing the machine-gun fire. Lieber is beginning to wish he hadn’t deployed his MG in such a forward position.

That didn't take long...

And now we see the results of exchanging fire with a full squad at close range. The German MG team has been wiped out, though Lieber survived. He’s making his escape to the farmhouse, while his counterpart on the opposite side, Sergeant Slaughter, is leading his rifle team east down the road to prepare to assault the farmhouse.

The Germans are going to be at a severe disadvantage with no heavy weapons.

Lieber deploys men from the farmhouse.

The photo above shows Lieber with three rifleman (ignore that Panzerfaust). His card came up (the silhouette with the MP40) along with a tactical initiative card (the card with the corporal stripes). Lieber used his tactical initiative points to order a few men to the stone wall, while leaving half the team in the house to fire from doors and windows. All of the German riflemen have good cover, and all are able to bring their weapons to bear.

A preponderance of fire...

Unfortunately, my opponent is smart. He’s moved his B.A.R. team up through the copse of woods to apply a withering fire from the flank while the rifle team keeps up a suppressing fire from the sunken road. Soon enough, they’ve inflicted another casualty.

We're going to need a bigger graveyard.

The fact that I’m using a d12 to mark ‘wounds’ means that the Americans are pouring the fire to the Germans. Leaders can reduce wounds, but the Americans have caused another casualty, and there’s no way that poor Lieber can keep his men in good order.

Faced with the inevitable, Lieber throws his hands up and surrenders to the Americans, saving the lives of his three remaining men. The astute observer will notice that I caused not a single casualty on the American side! Grrr.

The Near Future

I’m a fan of this set of rules. We did some things wrong, and found some confusing spots in the text, but in the main the game we played was fast-moving, felt ‘realistic,’ and provided us with meaningful and interesting choices.

I think the TW&T rules will really shine on a larger battlefield with more maneuver elements. I’m now preparing for such a game, using the Skirmish Campaigns book, “Heroes of Omaha and Panzer Lehr,” that I’ve written about before. I’m really looking forward to giving the rules set another run.

Technical Notes—–

Adobe Illustrator does weird things to image files.

I apologize for the first few photos that are out of focus. I’d forgotten that autofocus was off on my camera during the first part of the game, and it’s a miracle that any of those early photos are of use!

 

Not Dead Yet

I apologize for the long absence. Christmas, hunting trip, New Years, girlfriend moving house, blah, blah, blah.

I have a ton of photographs from my first outing of TW&T that I intend to bash into some sort of AAR as soon as possible. I’ve also been branching out in my historical miniatures wargaming interests, and have ordered some 1/72nd Italeri 95th Rifles and a number of GHQ 1:1200 Napoleonic warships. Just for fun.

In the meantime, here’s a very juicy link to a fellow tweeting the major (and not so major) events of World War II ‘real’ time. He’s currently in the early part (naturally) of 1940, and largely covering the Russo-Finnish conflict. If you don’t tweet (I didn’t), Real Time WW2 is totally worth joining Twitter for.

Now is the Winter of our Discontent

The above phrase has nothing to do with this post. But it is winter, so I’ll let it stand.

I haven’t been on the blog in a bit, because I’ve been lucky enough to have been gainfully employed for the last week and a half. Not that I was unemployed before, but I was seriously under-employed! In any case, yay for employment.

That’s not to say that I’ve lagged on the historical miniatures wargaming front! In fact, I’ve been quite busy!

I should Explain

I almost have my American roster of reinforcements completed for the “Heroes of Omaha and Panzer Lehr” campaign that I’m hoping to play in the new year. In fact, all they lack is a drybrush of yellow ochre and some flocking. Expect shots of mortarmen and .30 caliber machinegunners in the very near future. Of course, I still have a bunch of terrain boards, two more squads of American infantry, and the German reinforcement roster to build and paint, but I try not to think about that.

This is good

I hesitate to give this campaign book a glowing review without having played a single game, yet, but I really do think it’s good.

The scenarios are, ostensibly, historical. I’m not sure to what degree of accuracy, but the supplement does include a significant bibliography and  recommended reading list, the inclusion of which points to a certain level of scholarship. I don’t know how important historical accuracy is to an enjoyable game of miniatures, but at the very least it’s cool to game based on real history. That’s enough for me, I think.

HoOaPL (that’s awkward. From now on, I dub thee HOOPLA) has no less than three campaigns of varying intensity. The battles in HOOPLA are invariably unbalanced and reflect the ebb and flow of real engagements. The terrain (the bocage, sunken roads, and stone farmhouses of Normandy) and naturally resulting force dispositions seem to be very tactically engaging.

The initial campaign features 2′x4′ boards (Skirmish Campaigns suggests doubling the board size if you’re gaming 28mm) and manageable numbers of troops. This is, of course, very encouraging for a beginner like me. Not that I’m not drooling to play the later campaigns and scenarios with larger boards and tasty amounts of armor!

The engagements in the initial campaign (which actually pits the US 29th Infantry Division vs. the German 356th Infantry Division, not Panzer Lehr) are primarily concerned with infantry actions. That first campaign features forces of a reinforced platoon on the American side vs. (typically) a squad and a few machine guns on the German side. There are opportunities for vehicles, anti-tank guns, and other elements in the random reinforcements that the book details, and they should provide a bit of spice to the games. I think the approximate 3:1 ratio of attackers to defenders that the scenarios contain should make for some harrowing games for both sides.

There are meaningful decisions to be made within the campaign structure. For instance, if the player of the German side  (I almost said German player) mounts an inflexible defense in the first scenarios of the opening campaign, he’s quite likely to be steamrolled by the Americans. A more elastic defense allows the Germans to retain men and firepower in anticipation of stronger reinforcements in the later scenarios. At the same time, the Germans will not be in particularly great shape later on, if they don’t inflict significant casualties on the Americans in the earlier scenarios.

As excited as I am to actually play a game of TW&T with my minis, I’m very tempted to play referee for the first HOOPLA campaign. I think I (and my potential players) would really get a kick out of the increased fog of war that a refereed campaign would give. It would also allow me to get a really good command of the rules. Another happy side effect would be the potential hooking of said potential players on miniatures wargaming crack.

The Best News

But on to more important things.

I’ve played in a Pendragon game with a few fellows down at the local game shop every Thursday  for the past several months on a weekly basis. It’s been decades since I played RPGs so often! I could go on and on about how great Pendragon is, and how lucky I am to finally get to play in a campaign, but that’s a subject for an entirely different blog. The only reason that I bring it up is that the GM of the campaign has family in for the holidays and has cancelled for tomorrow.

Not to jump for joy at the temporary demise of our Pendragon campaign, but I’m going to take this opportunity to play a small game of Troops, Weapons, and Tactics with another member of the RPG group. Brendon is an old grognard (In fact, I owe him a game of Squad Leader in the very near future), so I’m interested to see how he’ll react to a relatively radical set of rules like TW&T. Hopefully I don’t screw everything up and he really enjoys it!

Happy Holidays…days…days

I’ll bring my camera to the TW&T game, but I won’t be able to post up a report until after the New Year.

Not only is it the holidays, but I’m going pheasant hunting with my father and brother in the plains of West Texas for most of the week following Christmas. I’m not completely comfortable with hunting as a past time, and haven’t done any since I was a very young man/boy, but I’m excited to go tromp about in the brush with a shotgun, nonetheless.

In any case, have a great Christmas, my legions (I use a 1:100 figure/unit ratio for this blog) of readers.

——————————

P.S. I bet no one has ever made a sarcastic ‘legions of readers’ joke in the history of blogdome. EVER.

0.16 More Progress…

No time for my usual wall of boring text, but I thought I’d upload some quick photos showing what I’ve accomplished lately.

Stug III/g by Armourfast, infantry by Valiant

Italeri Pak-40

Ambush!

0.15 The Things We Do…

As I’ve mentioned before, I’ve switched to Troops, Weapons, & Tactics by Too Fat Lardies for my skirmish rules set. TW&T is a card driven game, but you’re only given some shoddy card templates in the rulebook, there are no professionally produced cards available, and thus you must make your own.

My Effort

Put your cards on the table

I have to say, after all the stuff I’ve painted and modeled, I’m most proud of these cards. I think I happened upon a workable scheme that imparts all the relevant information at a glance. Graphically, I wanted something striking, but simple, and I think I’ve mostly succeeded there, as well. Don’t worry about all of this crowing about success: I’ll be back to my usual self-loathing, before too long.

I’ve customized these cards for the “Heroes of Omaha and Panzer Lehr” campaign that I plan to do. Thus, I’ve used the quasi-yin/yang symbol of the US 29th Infantry Division and the cool “L” of Panzer Lehr for my unit cards. I’ve tried to be funny (in the Too Fat Lardies tradition) and used silly names for my big men (leaders) like Private Fritz Lieber and Sergeant Slaughter. I doubt I’ll keep it up, though, as I’m just not all that funny.

Tools

All of the work on the cards was done using Adobe Creative Suite (well, Illustrator and Photoshop, anyway), but you could accomplish the same thing using the completely free G.I.M.P. and Inkscape. A word of advice: do image manipulation within Photoshop/GIMP and do your  line work and text within Illustrator/Inkscape. Illustrator and Inkscape are vector graphics based, and you’ll get very clean lines and printing compared to photo-editing software.

With my cheap Brother laser printer, I’ve printed onto 110 pound off-white paper stock. I have a color inkjet at home, too, and I may do color versions at some point. My girlfriend teaches at a local elementary school, and I’ve made her promise to laminate the cards for me. That last tip is probably pretty useless, unless you fancy school teachers.

Self-critique

There are a couple of confusing elements on these cards that I need to sort out. I’ve used American rank insignia to denote two completely separate mechanical effects, which will likely prove confusing. Another issue is that the placement and size of some of the graphics ‘wanders’ a bit much. The graphics could be tighter, which would ‘train’ the eye to use the cards more quickly. After I’ve done some play testing with my cards and made some refinements, I’ll post them to the TFL Yahoo group.

 

 

0.14 Progress Update

I haven’t managed to finish anything, lately, but I have been a busy fellow, I promise.

First up, everything I’ve got going on.

What have I got going on?

Can’t See the Forest for the Trees
You’ll notice a veritable wilderness of Woodland Scenics trees. I’ll go ahead and say it: WS trees are a complete waste of money for gaming, and I’ll never buy them again. I’ve used the official $8 hob-e-tac glue, I’ve used superglue, I’ve used copious amounts of matte varnish, and I’ve used a fine mist of PVA. NOTHING will convince the damned foilage and bushes to stick to the tree armature on a regular and predictable basis. Not to mention that the armatures are completely out of scale for 20mm figures. Bah. These will get me through the first game, though. Once I finish up the bases, that is.

There’s Rules, then there are RULES
The astute observer will see that I have a home-printed copy of the groan-inducingly named “Troops, Weapons, & Tactics” by Too Fat Lardies. As an aside, I also ordered Sharp Action from the Lardies, which is a dangerous thing for any number of reasons. Anyway, to the task at hand.

I’ll be using TW&T over NUTS! simply because TW&T is so much more engaging of a read. Organizationally, the two rule sets are about equal, that is to say slightly shoddy. However, TW&T is chock full of designer notes and explanations, not only of the how, but also of the why. I really dig that. Another advantage is that TW&T includes a lot of discussion of historical tactics for the Brits, Germans, USA, and Russian armies. As a newbie, that is much appreciated, as well. I’ll eventually get around to running NUTS!, but for now the Lardies have me much more enthused, and I think that’s quite important.

Something to Aim For
Directly underneath TW&T is the Skirmish Campaigns scenario book “Heroes of Omaha and Panzer Lehr.”

You can’t miss it, for its cover is an eye-searing shade of day-glo green. This book contains three campaigns for skirmish level games, and the one that I will be concentrating on covers the initial period after D-day. The campaign follows the progress of a platoon from the 29th Infantry Division as it works its way inland from the beach head. I briefly considered picking up the D-day scenario book, but I don’t think I’d ever get the terrain finished for something covering the beach, landing craft, massive bunkers, dragon’s teeth, and such.

In any case, I’m slowly working my way to building up the forces for the first scenario of the campaign, which is why I have the following company and battalion support elements primed and based.

The Irresistible Lure of Tanks

The fun stuff...

You’ll also notice a pair of Tigers and Stug IIIs. No, I don’t need them, but I figured I should get the inevitable Tiger model building out-of-the-way and the Stug was so historically ubiquitous that I’m sure they’ll come in handy some time soon.

The Tigers are Italeri fast build and the Stugs are Armourfast. Both models were pretty much a breeze to put together, but a word of warning about the Armourfast kit: It’s very hard to locate the treads on the tank model, for there are no guides, tabs, ledges, or any other firm indicators as to where the things go. The proportions of the boxtop illustration and the model don’t exactly match up, either, so the illustration is not a lot of help.

Still, German armor. What’s not to love?

Last, but not Least

An Italeri Pak 40 with a MUCH too large base

And here’s a Pak-40 that I’ve been working on. I don’t know why, but I’ve based this thing on an incredibly over-sized sheet of polystyrene. I suspect this will cause problems in play. This AT gun will come in handy, as it’s a possible attached unit for Panzer Lehr in the Skirmish Campaigns book.

I’ve got the crew block painted and dipped. Some of the ‘servants,’ as Italeri calls them, were wearing camo smocks, so I got to try my hand at splinter pattern camouflage. We’ll see how it turns out as a final product. I was feeling pretty good about my effort, until I applied the dip, which really subdued the camo pattern.

Not pictured are a couple of segments of wall that I’ve sculpted out of Fimo. They didn’t get photographed because they’re still wet with primer. I think they’ll turn out well, but the modeling clay is not going to be a long-term solution. It just takes too much time to sculpt brick and stone patterns by hand. I’ll probably look into making or buying plaster molds for that sort of thing.

0.13 A Different Sort of Shooting

I complained about not having a tripod in an earlier post. I have rectified the situation with a true cheap piece of crap from the local evil overlords (meaning Wal-mart). It works for my purposes. I’ve put together a little comparison and contrast showing how I used aperture to control sharpness and light levels for a series of photographs.

I’m still not getting razor sharp focus. I live in a house with a wooden joist floor structure. I used a 10 second timer to take all these photos to eliminate hand/finger/button pressing shake, but I wonder if my breathing transferred through the floor to the camera tripod! In the future, I’ll be sure to clean my lens before taking shots like these, as well. Or maybe my lens is just cheap.

Only the closeups were edited (other than for size), and I used the always-free GIMP, which I’m actually not very familiar with. My photoshop install is on another computer, and I was too lazy to switch.

The Boys in Olive Drab

Light Shot...around 2.5 sec

Medium Shot...around 2.0 sec

Dark Shot...around 1.75 sec

Here you can see the difference a single click of the dial on the aperture control can make. I used the ‘dark’ photograph to do the following close-up.

Close up from the dark shot, 5% contrast boost, extremely slight unsharp mask

I’m going to have to paint better, now that the photography is improving. A mixed blessing, for sure. Here come the Germans…

Der Fieldgrau

Light Germans...around 2.5 sec

Medium Germans...around 2.0 sec

Dark Germans...around 1.75 sec

The lightest setting looked best for the Germans with their darker uniforms. Here’s a close-up.

Close up of Germans, 10% contrast boost and a very slight unsharp mask. From the light shot.

You’ll notice my paper background is so over-exposed as to disappear. I’m not sure that I’m a big fan of the look. Then again, I’m not sure that I’m not!

I should apologize for the crappy photographs, all taken from ‘man height.’ It’s lazy. That said, the point of this was to establish some baselines for myself and that is accomplished.

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