Wednesday, August 7, 2024

Painting Update - Napoleonics, WWII

 I'm still busy painting. Here's what I've recently finished.

The main push of my Napoleonics project is finishing the French infantry. Here's the first battalion of the 6th Legere.


And this is where I would have posted the second battalion for the 10th Legere, if the varnish hadn't frosted for no damn reason. Now I have to strip the minis and repaint. At least I managed to save the fanion.

I also decided to finally put together a couple battalions and supports for O Group. I've been missing the game since moving away from New Jersey last year.

I decided to paint up French and German battalions for the Invasion of France, as I believe it's underrepresented on the tabletop and wasn't as much of a crushing victory as 'mainstream' history would have you believe. The above is a French Company, made up of Command Decision.

After a lot of hemming and hawing between 3mm, 6mm, 10mm, and 15mm, I just decided to go with 15mm miniatures for the relative ease of access and quick painting (although some French vehicles are incredibly difficult to find decent versions of). It's also been around a decade since I first started in the hobby with Flames of War, and there's a certain nostalgia of working on 15mm WWII again.

I decided to follow Storm of Steel's battalion building guide, as I like how little table space the platoon sections take up for the infantry companies. Plus, battalions are dead easy to paint up in this scheme, with 29 models per company. That's only a few more models than a single battalion in General d'Armee.

Wednesday, July 17, 2024

The Gorokhov Breakthrough - Rapid Fire Reloaded AAR

This past weekend I took part in Kelly's kickoff game for a campaign using Rapid Fire Reloaded.

Set in a semi-historical 1944/45 Eastern Front, Kelly has a series of games lined up with players taking command of Soviet and Germans forces.


The first game was based on the "Take the High Ground" scenario from One Hour Wargames.

The Soviets started with two tank battalions and a motorized rifle battalion on the attack.

The Germans began with an infantry battalion dug in on reverse slope of the hill.

Both sides aimed to control the hill by the end of the game, which would run for 15 turns.


The Soviet rushed forward, looking to push their T-34s and T-34/85 around the hill and hit the dug-in infantry. 

The attackers also had three turns of artillery barrages, but these failed to hit any Germans; the first two barrages targeted empty locations, and the last missed.


German reinforcements quickly arrived; Panthers, Panzer IVs, StuGs, and a mechanized infantry battalion.


The shorter travel distance for the Germans immediately saw Soviet losses as the Panther platoons reached cover and opened fire.


Hoping the Germans tanks were two preoccupied with their Soviet counterparts, the Soviet infantry prepared to rush over the top of the hill and engage the dug-in Germans.


One lucky Soviet infantry company held the flank in the case of a German counterattack.


Unfortunately, the Soviet infantry's attack failed and most of the infantry platoons were wiped out. The survivors retreated back down the hill, out of line of sight. 


Pressing their advantage, the German Panthers began advancing towards the remaining Soviet tanks. Soviet infantry reinforcements were added to the encampment on the hill. 


The Soviets did receive a few more reinforcements (additional T-34/85s and T-70s) which did an admirable job of attacking the weaker German flank and destroying several tank platoons.

However, this couldn't put a dent in the German advantage. While neither side was able to establish an uncontested claim on the hill at game's end, the Germans had caused enough damage to be able to declare a victory. 

Wednesday, July 10, 2024

Painting Update - Quar, Napoleonics

 I've been away from the hobby for a bit, but I'm back to painting! Here's what I finished.

I decided to work on the Crusader company first for my Quar 15mm project; Here's the Company Command Squad. They're wonderfully characterful models, especially the pistol-wielding Caerten and the "musician" carrying a gramophone.

One of the models in the Command Squad is a Pykpyk handler (pykpyks being small furry squirrel-like mammals that the quar use to relay messages to squads). The 15mm rules use these animals as a means to issue orders.

Rounding out the basic Crusader company is a weapon squad, which adds both anti-infantry and anti-tractor firepower via H-11a LMGs and Splagen torpedoes (the Quar version of a rocket-propelled grenade). 

I also, finally, picked the Napoleonics project back up, finishing a couple batteries of foot artillery. 

Wednesday, June 5, 2024

King (Tiger) of the Hill - Rapid Fire Reloaded AAR

Yes, I realize I've made the same title pun three times now.

This past weekend I attended a game of Rapid Fire Reloaded at Kelly's place. 

It was my first experience with the rules, which are intended for playing brigade-scale engagements (a base of infantry and a single tank representing a platoon each). 

Kelly had adapted a scenario from Warning Order, a free online wargames journal, for the game, representing Soviet forces pushing towards Berlin.


The scenario sees the Red forces (in this game, late-war Soviets), having two crossings across a rivers; one damaged bridge that only carry infantry, and a natural ford that vehicles can cross. The Grey forces (late-war Germans) are scattered across the battlefield. 

The Soviets want to score 15 victory points by either capturing critical terrain pieces (a center hill and two villages) for 5 points each, or bypassing the German defenders and moving off the table for 1 point for each company equivalent formations (4 infantry bases or 2 tanks). 

The Germans just need to hold for 15 turns without allowing the Germans to score 15 points. 

For the first six turns of the game, both sides would receive reinforcements. The Soviets would have to pick which crossing their additional troops would cross over at, while the Germans would have to roll randomly to see which road their support came on from to represent their ad-hoc nature.

Mike and I played the Soviets, while Kelly and Alex played as the Germans.


The Soviets started with a T-34 tank battalion surging forward across the ford.


Mike focused on removing the two German companies that were contesting the infantry crossing.


Mike infantry continued to push forward, but the stubborn German defenders held the line. I sent a couple platoons of tanks over to assist in the attack. 

My own attack against the hill stagnated. I managed to knock out one of Alex's Panzer IV platoons before it could scoot back into cover, but had two tank platoons damaged in return. 


A company of Panthers with accompanying Panzergrenadiers rolled onto the table, aiming to blunt the Soviet armor's advance.


You can see multiple companies of StuGs moving into position. I also had another battalion of T-34s move to reinforce the first. 

Here you can see my hesitancy; I was hoping to exchange long-range fire with Alex's defenders. But between the worse AT value of the Soviet guns, the range, and the German's cover, it wasn't going to work in my favor.


Alex's lone infantry company was fighting a rear action, delaying Alex's advancing Soviet battalions.


And more German armor arrived in the form of a King Tiger platoon! 


Alex's infantry continued to lead Mike's battalions on a merry chase. Kelly was busy fortifying the hill with a pair of Panthers platoons, to the tune of several lost T-34 units (including one of the two I had sent to aid Alex).


It was at this point that I realized I wasn't going to get anywhere trying to engage in a long-range duel with Kelly's armor and decided to do what every wargamer does in such situations: CHARGE!

Luckily my losses so far made for convenient cover as the rest of my T-34 swarm advanced. I also brought on some of the last Soviet reinforcements; a heavy tank battalion consisting of T-34/85s and ISU-122s, with some accompanying infantry. 


Alex's assault guns moved into position to fire into Mike's infantry. 

I attempted to knock out Alex's Panzer IV platoon defending the hill, or at least force it to retreat. 


Finally, Alex's pesky German infantry company was wiped out. Mike consolidated his infantry into cover.


Finally, my T-34s were getting into knife-fighting range, having managed to survive a round of German fire. 


Rather unexpectedly, my ad-hoc company of damaged T-34 platoons was doing remarkably well. They had blunted one prong of Kelly's armored attack, knocking out one Panther platoon and forcing another to retreat without any losses in return. 


I ended up losing the T-34 unit I had sent against Kelly's Panzer IV platoon up on the hill. On the bright side, it further blocked the tank unit's line of sight.


Tanks were being knocked out left and right (mostly the T-34s). I attempted to assault the German infantry on the hill with my SMG-armed infantry platoons, but was forced back. Luckily, Mike's concentrated artillery barrage cleared the hill after my failure to take it.

Unfortunately, I had to leave early and didn't se how the game ended. Here's the table at my departure, with a lot of burning tank hulls. 

I was informed that the Soviets managed to take the hill after the Germans fell back and were in the process of shelling the town on the far edge of the table with good results. However the time it took to wrest control of the hill from the Germans ate into the scenario's limit, and the Soviets were unlikely to control all three towns or push enough troops off the table by the game's end.

I think that if I had rushed the hill with a dozen T-34 platoons right from the outset, that might have made a difference! 

I enjoyed both the rules and scenario. Rapid Fire Reloaded falls on the lighter side of rules writing and definitely requires some in-game fudging in certain situations, but a friendly group of gamers shouldn't have any trouble with that. It makes playing larger battles like this fairly easy. I wouldn't mind revisiting the scenario in the future or playing RFR again.

Wednesday, May 22, 2024

The Wizard of Osma - General d'Armee AAR

As I was back in New Jersey over the past weekend, I met up with Ted, Chip, and Steve for some classic Saturday night gaming.


The guys have been focusing on General d'Armee V2 for the past couple months. I was happy to hear this, since I had purchased the rules but not had a chance to play them yet. 

We were refighting Osma (during 1813 in the Peninsular War), with four British and one Portuguese brigades clashing against three French brigades. The game would last 10 turns, with both sides trying to break the other. 

Chip and Steve commanded the British and Portuguese, while Ted and I commanded the French.


The British were deployed a fair distance from the town (which gave them a tactical advantage if they managed to take control of it, giving a negative initiative modifier to the French), with the Portuguese anchoring their right flank.

The French defenders seemed somewhat anemic on the ground, with a decent gap between the two brigades and my own left flank wide open.


Ted put his veteran troops into skirmish lines to try, giving him a wider front against Steve's advancing battalions.


Meanwhile, my troops were backpedaling as fast as possible while also trying to shift to the left. Apparently garrison fire is much more effective in this version and I was hoping to get a clear line of fire for the battalion in the town.

Chip's British brigade was hot on my heels, but the Portuguese seemed less enthused about the whole affair, lagging far behind.


I realized that I wasn't going to get a chance to shift my battalions like I wanted and instead elected to stand and fight.

Of course, that would have been easier had Chip's counter-battery fire not forced my artillery battery (and the only artillery battery on the French side) into retreating behind the town.


Ted and Steven continued to skirmish, with Steven slowly forcing Ted back.


With some forceful language, Chip harangued the Portuguese into finally moving forward. Once in position, he was able to use one of the new C-in-C commands; Flank Manoeuvre! This allowed Chip to bring in another infantry brigade, threatening to overwhelm the French flank.


Luckily, I was able to bring on and double-time a third brigade of Nassau troops (low quality recruits, but hopefully enough bodies to throw into the British lines!) to cover my flank.

My dice were pretty good that night, and Chip's British brigade was forced back after losing a battalion. I also lost a battalion, but was able to keep my brigade from faltering by using a C-in-C command.

Steve's advance had brought him into range of my recovered guns, allowing me to rout one of his battalions. Ted's troops had formed a solid wall and were exchanging fire with the British.

We reached the end of 10 turns with two badly mauled British brigades. The French had taken casualties as well, but came out of the fight better off and were still in control of the town. This gave them an non-historic victory.

Apparently it's quite a tough scenario for the British to win. While they have the numbers, the British have a good distance to cover. Even a single British brigade becoming hesitant during the advance (especially a flank brigade that restricts the placement of another flanking brigade!) helps the French.

I appreciated Ted, Chip, and Steve helping me learn the new version of the rules. My first impression is that I like them! Fire combat (skirmish, volley, and artillery) seems much deadlier. Modifiers for fire combat have been drastically reduced; instead of needing to balance negative and positive modifiers on both hands, negative modifiers just reduced the effectiveness of your fire chart and positive modifiers give you extra casualty dice (which have been standardized across the board to 4+ effectiveness). 

I also really like the C-in-C Commands and Ammo Caissons. An issue of the previous version was the feeling of never having enough ADCs to do anything but make sure your brigades wouldn't go hesitant. With Ammo Caissons able to affect your artillery and C-in-C Command giving you that pivotal extra boost, the lack of ADCs at critical moments can be circumvented.

I think this has reinvigorated my interest in my Napoleonics project, which was sorely needed. And I always appreciate gaming with Ted, Chip, and Steve.