Wednesday, July 17, 2024
The Gorokhov Breakthrough - Rapid Fire Reloaded AAR
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
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
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.
Wednesday, April 10, 2024
Painting Update - Quar
Here's what I've been painting recently.







































