Stephen from the Cavaliers club in Christchurch asked me some time ago if I'd mind making some roads for their club. He supplied the felt, which arrived for Day of Days, and I got some No More Gaps filler and went about making some up last night. A simple process, I cut the felt into 18" and 2 ft lengths then liberally covered the strips with No More Gaps. This was then smoothed with an off cut of wood and ruts scratched into the surface using a nail.
Once dried, I paint it. The advantage of this method is that the road is nice and flexible and will travel over most hills and uneven surfaces. Not sure how much the felt cost but I made 60 ft of roads in a couple of hours.
Craig
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Tuesday, February 26, 2013
Sunday, February 24, 2013
Day of Days- done and dusted.
The missions went well, a few grumbles about Soviets getting
“Night attack” and on turn 2 of some of the first round games I was thinking
oh, oh. This looks like it will be over very quickly but on all those games (including
Dale and mine) we held on and all had hard fought and close games that led to defenders
victories, even though the defenders were feeding teams to contest for most of
the games. The extra objectives made for tactically interesting game as
there were options for attackers and hard decisions to be made by defenders so I
think overall they worked well.
I a was a bit surprised that the attackers struggled in many missions but I think
the lighter tanks & new AT rules made it difficult to crack AT defences. In fact I've never seen so many Zis 3s fielded in one comp.
Dale and I ended up winning, a bit embarrassing really as I was organising it but in my defence I only
joined with Daleinski when we lost a couple of players. Our lists were:
6th Panzer, 6. Reconnaissance Battalion,
Aka Dalinski’s Gepanzerte Aufsklarung Platoon
- HQ (2x Sdkfz 250), 1x P/K 80
- 6x MG teams (4x Sdkfz 250), 1x SMG P/K 235
- 4x MG teams (3x Sdkfz 250), 1x SMG P/K 165
- 1x 223, 2x 222 Armoured Cars 110
- 3x Stug F/8 510
Total: 1100
My Mittere Panzer Kompanie,
C Company, 11th Panzer Regiment, 6th Panzer Division
2x MK
III Late J 210
2x MkIV
F2, 2x MkIII Late J 500
2x MkIV
F2, 1x MkIV F1 390
1100
No AT guns, no artillery to speak off (Dale usually takes some
mortars but not this time), no AA. It was only game 2 I remembered my single
panzer IV F1 could fire bombardments- not that it ever destroyed anything.
The forces were pretty fragile and we were under a lot of
pressure a lot of the time but managed to come away with 3 good wins and also were on the end of a crushing defeat to Poochie and Nick- ambushing T34s soon led to a massacre and
we lost EVERY model on the table! Our dice rolling didn’t help our cause, it went from bad
to worse to damn right embarrassing but it was a very clinical and well
deserved win to Poochie and Nick in that one. In the last round Dale and I were the only Axis team to win
and so managed to snatch first place.
The Saturday night BBQ at my place went well, a few extras
ending crashing at my place and we rounded things up about 3am so there were a
few very tired and hung over gamers in the morning
Results:
Soviets
Jamie MacDonald and Peter Black 36
Nick Garden & Chris
Pooch 33
Lionel Graves & Bob Pearce 30
Mark & Simon Taylor 27
Kent Galpin & Martin Wilkinson 23
Adam Smith & Andy
Tucker 19
Germans
Dale Franklin & Craig
Courtis 38
Noel Black & Stephen Falconer 32
Jeff Larilottz & Josh Graves 30
Dave Dreaver & Cal Manson 26
Keith Hewitt & Estella Jones 25
Nathan Maynard & Robert Higgins 9
I am already looking forward to next years comp.
Wins per round
Round 1- No Retreat- Soviet attack in the blizzard, 5 German wins
Round 2- Encounter- 4 German wins (also 1 timed out loss/loss)
Round 3- Pincer- Germans attack- 4 Soviet wins
Round 4- Surrounded (final breakthrough to relieve Stalingrad) 5 Soviet wins
Not sure of it as the new rules for guns etc but the defenders won many of the battles but overall there were 12 German vs 11 Soviets.
A few pictures:
After setting up the tables and waiting for Bob, Nick and Poochie to turn up I remembered I had a tram from King and Kerr undercoated. A quick (20 minute) drybrush and it was ready for the table- hey it was painted at 11pm :)
The final link up between Dale and my forces.
The participants
Craig
Friday, February 22, 2013
Day of Days Stalingrad- let the madness begin
FoW is first and foremost a game, a World War Two game
second. Sometimes some of us want more “World War Two” out of our game than “the
game of WWII”. Personally, I don''t really like standard, cookie cutter FoW comps. Give me a themed comp or one with some tweaks to the standard fare
and I’m happy, make it axis vs allies and even better- that’s the style of WWII
game I grew up with and the kind I want to play. Luckily as the comp organiser,
I get to decide the rules- though with input from the players and especially
those that have been to most./all my comps.
WWII is a vast, interesting period in history and ye
standard X points, anything goes comp gets pretty stale after a while, I’d
rather game something a bit more interesting. Bede in Wellington has taken this
approach on board and the last two “Bedecons” have been two of the most
enjoyable FoW events I’ve participated in. Both were LW events, one themed on D
Day and the battle for Normandy, the other on the East front in the winter of
44/45- both were great fun and had lots of tweaks that made them interesting. Those
kinds of events are starting to push what you can do with a FoW comp far more
than most comps here in NZ seem to do and as a result are the kind that I would
prefer to go to.
So roll on Day of Days 2013. This week has been a major
headache as I’ve lost two German teams, one though people having more important
real life issues and another over a communication mix up and belief that the rules
being used are stacked against the Germans
in this comp. A shame really as I was looking forward to seeing these
guys in action again. So lots of last minute e-mails and I found a couple of
teams willing to change sides to keep the Axis/Soviet split even- thanks for the offers and we are now all sorted and
raring to go.
So what are we doing to Day of Days to tweak it and get a
Stalingrad theme going?
1. Axis of Attack
All axis teams will attack in some rounds, all Soviets in
others to represent specific attacks in the campaign:
Round 1: Operation Uranus: Soviets Attack (No Retreat)
Round 2: Operation Winterstorm (Encounter) to represent the
fluid action as the German relief ran headlong into the Soviet vanguard.
Round 3: Winterstorm 2: With toughening Soviet defences the
attack towards Stalingrad is starting to falter as the flanks are exposed to
counter attacks (Pincer). The Germans have to fight their way through these
spoiling attacks and remain focused on the true goal- Stalingrad!
Round 4: depending on the situation either Operation Koltso (the final assault to relive the pocket) or a
final push to change history and relieve the city. The mission will be Surrounded-
which will represent the Germans breaking through to relieve the city or the
final capitulation (depending how well the Germans do)
2. Strategic Battle
As with all these events there is also an overall strategic
battle. Each side gets 1-2 or 3 pts per win, depending on which round it is.
The final round all victories are worth 3 points for the overall winning side. This
means the Germans can lose all battles in round 1 but still have a shot at the
title by winning on most tables in round 2, 3 and 4. They need to focus on the
bigger prize.
3. Air support
Will be allocated according to who is attacking- some
games one side gets air support, some both, some none.
4. Winter/Snow tables
The battle took part in the depths of winter so this needs
to be represented on the battlefield.
With Stalingrad I am trying to theme the event on the larger
battles in a very loose narrative. The initial Soviet attacks are in the snow
and a blizzard to represent the poor conditions that Soviets attacked in. Does
it make it harder on the Germans? Possibly yes. But hey, the Soviets didn’t
ring up tally up points and agree to only attack at 50/50 odds- they picked bad
weather and the wings of the front where the Axis allies had few AT defences
and went for it. So I’m trying to represent the strategic edge in a couple of
ways:
5. Snowstorms!
The first battle will begin in a snow storm (using Night fighting rules to simualte this) Actually technically a blizzard/snow storm. Some people
felt that this is giving the Soviets an unfair advantage. My response? Well
duh! They had one, that’s the whole friggin point and IT SHOULD BE REPRESENTED!
Battles the snow counts as difficult going and all vehicles
move at their slow “speed” BUT T34s get to move 12” (unless in blizzards/night)
WTF I hear you say. Why? In god’s name why? Simple. T34s were renowned for their cross country
performance in the snow and was far superior off road than
the earlier German tanks which, with their narrow tracks, tended to get bogged
down. A fact that is not very well reflected in a standard FoW rules or “middle
of summer” type game. So although they
cannot double move T34s have the mobility edge over the Germans but of course
the Germans do also have storm trooper as well to keep up with those pesky
T34/76s.
6. An Extra Objective in all games!
Finally our experiences last year found that more often than
not the standard mission rules meant that only one objective tended to become important
and fought over and so 90% of troops came involved in this battle and games
became “rugby scrums and slug fests”. This year I’ve playtested, and added, an
extra objective which forces the defender to spread out more, allows more
flexibility to the attacker, but also means that the defender needs to
carefully consider where to place units and keep a reasonable reserve to counter
attack- common sense military tactics one would have thought and in our playtests
it made the games more interesting as there were more tactical choices, we will
see how they work out in over the weekend.
7. Limited Support
Choices
One of my biggest gripes with FoW has always been the frontloading
up on Div support and minimal combat/weapons choices. 3E has changed this
somewhat as HMGs mortars etc are now semi-useful. With these doubles events I
try to focus on the games a being TWO COMPANIES launching a company/battalion
level attack. As such the two players should have to reply on each other for
support and not on the divisional support assets. To this end we only allow ONE
divisional support choice per player max so they need to focus on their weapons
platoon choices and perhaps field a semi-historic company- madness in FoW I
know. It does make some army choices more difficult but if the two players work
together the weaknesses can be overcome by a proper combined arms force and by
coordinating their attacks or defences. Finally, it also makes for more
interesting/diverse army selections.
8. Limiting infantry forces
I prefer running infantry forces but in events like this with
2 players we’ve found that the games that tend to run over time are those with
2x infantry forces so are limiting to a max of one per team so we can ensure
results- same with armour, max of one per team.
So there we have it some of the ideas behind Stalingrad.
Players have started to turn up, tables are set up. Bring it
on.
So the clock is now set to the predawn hours of the morning of November
19th, 1942. The German 6th Army is embroiled in a deadly
war of attrition in one most cataclysmic battles of World War Two. Stavka have
been feeding just enough troops into the maelstrom to prevent the city from
falling whilst simultaneously preparing for a major offensive on the flanks. The
Romanian, Hungarian and Italian armies holding the flanks of the Stalingrad salient
are all short on anti-tank weapons and despite numerous calls to 6th
Army HQ requesting more, have also reported the Soviet build-up of men and
materiel, but so far their warnings and requests have fallen on deaf ears. The
German 6th Army commanders, fixated on the prize before them, do not
realise that terrible fate that waits them in the depths of the Soviet winter
in a city called Stalingrad…
Craig
Thursday, February 21, 2013
Dux Belorum- Saxon Duguth
Work on the Saxons continues. This time some of the Musketeer Duguth. Lovely figures, their only issues being the open hands which are a pain to glue spears to- I decided to use a 5 minute epoxy rather than superglue and although ti gives a much stronger bond it is also a lot fiddlier to work with. It was worth it in the end though as the bond is much stronger, so hopefully they last longer.
I need to add to more units of these guys are the ordinary warriors/shieldwall.
Craig
Wednesday, February 20, 2013
ACW Black Powder
Kent, Stephen and I got together for another game of Black Poder tonight. This time we used points.
Stephens Brigade (5 battalions + artillery) consisted of sharp shooters and Veterans.
I took 2x 4 regiment brigades, one with rebel yell, the other were veterans. Kent using a Keep it Simple policy made everyone veterans.
Deployment- I forgot my new fences, doh!
My Rebels learning their lesson last week surged forward and grabbed the stables.
Kent sent a regiment to capture the building and in the end they destroyed to of my regiments!.
Meanwhile Stephen's brigade managed a rather haphazard advance due to some poor command rolls.
The rebel centre (my veterans) also refuses to advance on command. Not a good start.
Kent occupies an important field, allowing him to possibly enfilade Stephen's brigade.
A view from Kent's lines. Things seem to be going well so far.
Stephens troops continue to advance though my new field from Hotz Terrain.
A regiment occupies the hedgeline.
Finally my veterans close the gaping hole in our centre.
Fierce fight fights develop- each turn Kent manages to disorder at least 6 of my regiments!
Slowly though the game swings towards the Confederates. Kent has to brigades taking a mauling.
Spot the disorder markers on my troops- grrr.
Hey where did Kent's centre go? Finally after three battles we've broken a command!
The final assault, the Union brigade breaks and Kent's 2nd brigade is destroyed. A comprehensive victory to the South.
One change we made this game was use the Contemptibles turn order:
shooting
moving
assaulting
This meant you could disprder a unit and then assualt it. However, infantry were only allowed to assault disordered or shaken regiments. It worked well.
Craig
Stephens Brigade (5 battalions + artillery) consisted of sharp shooters and Veterans.
I took 2x 4 regiment brigades, one with rebel yell, the other were veterans. Kent using a Keep it Simple policy made everyone veterans.
Deployment- I forgot my new fences, doh!
My Rebels learning their lesson last week surged forward and grabbed the stables.
Kent sent a regiment to capture the building and in the end they destroyed to of my regiments!.
Meanwhile Stephen's brigade managed a rather haphazard advance due to some poor command rolls.
The rebel centre (my veterans) also refuses to advance on command. Not a good start.
Kent occupies an important field, allowing him to possibly enfilade Stephen's brigade.
A view from Kent's lines. Things seem to be going well so far.
Stephens troops continue to advance though my new field from Hotz Terrain.
A regiment occupies the hedgeline.
Finally my veterans close the gaping hole in our centre.
Fierce fight fights develop- each turn Kent manages to disorder at least 6 of my regiments!
Slowly though the game swings towards the Confederates. Kent has to brigades taking a mauling.
Spot the disorder markers on my troops- grrr.
Hey where did Kent's centre go? Finally after three battles we've broken a command!
The final assault, the Union brigade breaks and Kent's 2nd brigade is destroyed. A comprehensive victory to the South.
One change we made this game was use the Contemptibles turn order:
shooting
moving
assaulting
This meant you could disprder a unit and then assualt it. However, infantry were only allowed to assault disordered or shaken regiments. It worked well.
Craig
Monday, February 18, 2013
Day of Days 2013- Final Countdown
The weekend coming up I will be running my annual FoW event.
I organised our first FoW event in February 2003, and we also formed the Timaru Armchair Generals (TAG) about the
same time so this is our 10th anniversary even though it is only our
9th annuall gaming "event" as Day of Days 2011 was cancelled at the last minute due to the devastating
CHCH earthquake- the second anniversary of which is this Friday.
It is a doubles event agai this
year and we have 28 players (29 actually with one team of 3) coming from
Invercargill (4) and Wellington (7) as well as those from Christchurch and
Dunedin, making it the largest FoW event outside
NATCON to be held in the South Island- not bad for a town of less than 30,000.
Being half way between the South Island’s two main urban centres does make it a
bit easier for players from both to get to and that tends to work in our favour.
But I am especially pleased with the recent support from both Invercargill and Wellington
as it is a major effort for players from both places to get here but also appreciate the travel involved from all our out of ton players.
I am very, very pleased with support we’ve received
over the years. The weekends have been consistently well attended and I hope that they continue to be so. The players
have always bought into the (sometimes) crazy themes and ideas we've tried in our endevours to try and make
DoD a unique experience and different from the other comps held here in the
South Island, and more often than not the ideas have worked out in the end.
I prefer to call the weekends "wargaming events" rather than competitions,
the name is a small but subtle reminder of why we are gaming, not to win at all
costs but to get together with like minded people, roll some dice, have fun and
tell a few stories and hence the focus on it being an “event” first and foremost. My aim for the weekend is simple: to
try to make it something different and fun and most importantly try to make it
the best gaming experience that we can. Do we always succeed? Probably not but the
key (IMO) is to listen to the participants, get their feedback as to what worked,
what didn’t work, identify any issues that arose and try to fix them and make
the following year better.
This year is by far the biggest turn out. A number of
players (6 or 7) have been to all the events I’ve run over the years but we
also have several for whom this will be their first Day of Days. As per normal it is strictly axis vs allies (Soviets in this case) and themed to a particular battle or campaign. The theme this year being the Battle of Stalingrad.
As this month saw the 70th anniversary of the surrender of the Sixth
Army it seemed only fitting to commemorate this epic struggle and those that
died in a battle that truly was a turning point in World War Two.
So the countdown is on, I’ve a couple of army lists to receive
final confirmation on, lots of organisational stuff to take care of before it
all kicks off next Friday evening. I’m looking forward to catching up with
everybody, rolling a few dice and hopefully having more than a few laughs.
Looks like I may even get to play, but alas will not be
using my Cossacks, a fillin is needed on the Axis side instead.
Craig
Friday, February 15, 2013
Dux Bellorum Saxons Update
4 stands worth done. Unfortunately the last base was 5mm too short (I discovered when I ranked them up) so needs to be rebased.
I really like the Westwind command stand. There is also a GB Saxon, wiping his blade on the cloak, of a fallen Briton has also been added.
Here is a plastic GB Saxon with a Westwind plastic head ready to undercoated and added to the warband.
Craig
I really like the Westwind command stand. There is also a GB Saxon, wiping his blade on the cloak, of a fallen Briton has also been added.
Here is a plastic GB Saxon with a Westwind plastic head ready to undercoated and added to the warband.
Craig
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