Saturday, 23 May 2015

Command and control.

Like most gamers who prefer historical games as opposed to Fantasy or SciFi the search for rules that get as close to replicating reality as possible seems never ending. Each new set is eagerly awaited in the hope of new mechanisms that will bring our games that little bit closer to the Holy Grail of duplicating the reality war. A hopeless task of course as our little metal or plastic men don't shed real blood. We have all experienced the horror of chipped paint or a broken bayonet but this pales into insignificance compared to the horrors experienced on real battlefields. This is, of course, not what we're after anyway is it?

The subject of Command and control has bothered me for some time. Dice rolls or the drawing of cards are two popular methods of helping to achieve realistic mechanisms for this key component for modern rules. They are popular because they introduce a chance element. Now this is all very well but just how realistic is it?

To take an example, i recently had my first ever game of  'To the Strongest' up at the club. This was a good old dust up between the cream of English Chivalry with their trusty Longbowmen at their side and the evil French. Now this was our first attempt at these card driven rules and we made several mistakes which may, or may not, have contributed to a glorious English victory. A second game was organised last week with the corrected rules being applied. This time it was a Macedonian civil war game. On this occasion i was a spectator to the action and was taking particular notice of the C&C rules and their impact on movement.

Now most people would agree that the armies involved in these games were made up of good quality troops. Why then did many of them spend a number of moves doing anything but what their general wanted them to do? Well the higher the card you draw for your first move the harder it will be to get your troops to make a second move as you have to get a higher card to activate a second time. This continues until you fail. The Black Powder type rules are dice activated where you need to get equal to or lower than the command value of the General on a dice roll in order to move. Anyone who has played these sorts of rules will have witnessed Brigades rooted to their starting positions move after move while their mates are advancing resolutely across the battlefield.

How realistic is all of this? Well not very is the answer. Command and control exists in real armies in order to ensure soldiers do what their commanders want them to do. Their training and discipline takes care of the rest. Now, of course, soldiers did stop doing what their commanders wanted them to do but i suggest this happened when they were much closer to the enemy than most rules allow for. I believe the catalyst, more often than not, would be enemy activity of one sort or another. The classic example would be a line of British redcoats appearing from behind a ridge and pouring a wall of lead into an advancing French column, stopping it in its tracks. Worked most times i believe.

So, whats to be done about this? I'm not suggesting that troops should go charging across our tabletops without any form of testing. Far from it. I do feel, however, that there should be some form of trigger in order for them to do so. I have one or two ideas that could be introduced into existing rules like Black Powder to make C&C a bit more plausible so i will have a couple of test games to see how they work out. Along with some other tweaks i think they could work out fine. 

Who knows but i may do a complete set of rules some day.

As if there aren't enough already eh?

Thanks for looking,

Mick







Sunday, 26 April 2015

6mm WW2 project ruined buildings.

I have been making 6mm buildings for other people for some time now and thought it was about time i came up with a project of my own to put them to good use. I have chosen to go for Eastern front and have been looking at available figures. The two ranges i have found are produced by Adler and Irregular.  Adler only do infantry but Irregular do infantry tanks and aircraft. I will probably go for Adler infantry and Irregular tanks and artillery. Irregulars website uses price codes which i'm not a great fan of. Why on earth can't companies who do this just put the damned price in?

At less than £6 for nearly 100 figures i will send off an order this week for  both Russians and Germans. I have never painted 6mm before so no doubt there will be a bit of trial and error with getting the colour shades right on these dwarfs!

As for the buildings i have the first 8 on show here.They are made from MDF and cardstock with my own rubble mix added. After painting and dry brushing they all got the candle treatment to make them look fire damaged. The models i used are available in kit form here Link

The figures used for scale are 6mm Vietnam war.

5 storey building sandstone base coat.



Two grey buildings and 3 sandstone.

All 8 buildings with the 4 sandstone on the left with the grey ones to the right.





The grey sector

Sandstone sector
























This was the first building i did.











I have a road system under construction and will do an update when the sections for this part are finished together with some more suitable figures.

If anyone knows of other good ww2 6mm ranges please feel free to point me in the right direction.

More to come soon.

Mick






Sunday, 5 April 2015

6mm MDF city

 We have been working on these for some time now having extended the number of buildings from the original 5 that were used in Nrthumbria painting service/MBM Scenery Epic 40k game put on at Targe late last year.

The 4 front ones were the originals but things are starting to get a bit bigger now!

Many of these have ruined versions now.

Some of the larger ones 




6mm tanks are shown for scale,

Roofs and roof details are interchangeable.




Apart from the Government building which is not shown this is the largest.

All of the roofs are removable.






Available as unpainted kits on the website-


Also available from-






Monday, 30 March 2015

The 45 minute wargame!

Having recently purchased One hour Wargames by Neil Thomas for Kindle i thought it was about time i gave them a go. Of course these are pretty basic rules but feedback on social media sites seem favourable if  taken as a bit of fun to be had with toy soldiers.

I picked out  scenario 6 'Flank attack 1' based on Salamanca using the Horse and Musket rules, Chapter 13. The French have been ordered to break through a small British blocking force and capture the enemy supply base. The British have spotted this and launch an attack against the French flank.

Both armies have 6 infantry units.The British have two blocking units facing south and 4 units on the eastern table edge facing west.
The French are deployed to the west facing the blocking force. The French must exit the table via the road on the northern edge.

Victory conditions- The French to get 3 units off the table to the north. Failure gives victory to the British.

Units are eliminated when they get 15 casualties.
 Initial deployment

British blocking force




The French deployment.




British flank attack.




The British advance




The French move forward




The British close to musketry range

NOTE- you cant move and fire with these rules so the British did not open fire.

Two French units stand and fire while the other 4 continue to advance.

The first unit throws a six causing that number of casualties.




The second throws a 5




Next go the British return fire. 4 hits





The next unit throws a six.




 The 2 French units continue to protect the flank of the other 4 units. A 3 from the first unit




and the same from the second.




The blocking force joins in but the firing is ineffective.










More British units have moved into the firing line.

The First French unit breaks 

Exposing the French flank

And a second unit breaks.




The British begin to envelop the French. As i was planning to punch through the blocking force with my remaining 4 battalions it was at this point i discovered only cavalry are allowed to engage in melee, infantry must slug it out with musketry. Should have read the rules again!

A French battalion forms line.

But the British, not having moved this turn are able to fire.

Fench casualties are mounting

and the unit breaks. The French must now get all 3 remaining units off to win.







The first British unit to fire throws a 1!!!







The first French unit makes it off the table.




2/122nd are the lucky lads.

 Another British unit opens fire.




And another.




The unit breaks securing a British victory.

So 2 French units escaped.

2/118th also escape.







Well the rules are pretty basic but the game was a bit of a laugh and finished in 45 minutes. The only way i can see the French winning is to plough forward with all 6 units and then engage the blocking force with 2 or 3 units while the others escape. 

Thanks for looking in.