Sunday, 14 January 2018

Slow Weekend

Ok so I haven't done much I finished off some JOP markers for my US Infantry.

They still need grass effects adding but they are roughly complete.

After my Lardistan game on Wednesday and committing the ultimate sin of using in painted figures.

I started on painting my extra Elheim Taliban figures. I still need to add a few extra figures to fill out some support options and fill out the gaps in my ANA and ANP. Pics to follow.

Thursday, 11 January 2018

Lardistan Opening Moves

So the battle begins.

I made a slight error when lugging everything over to the shop, i forgot the back pages of my Lardistan forces which gave me my support options, this would effect me badly in this battle.
So pauls Australians are rated as +9 and my home forces are rated as +1 a difference of +8 support for the lardy forces, however as i did not have my support lists i could not pick any support as could not remember the values for any of it.

That's my excuse anyhow!!

So we rolled for Force Morale previously and i got a six which gave me an 11, so obviously the cause is good and Paul rolled a two which gave him a rating of 8, his troops obviously not believing truly in the reasons for being here.

So with the higher force rating i went first, i rolled a six, four, three and a one. So i brought my senior leader on with a PKM weapons team into the edge of the bombed out house.

 My Junior Leader with his attached RPG team snuck his way across the roof of the compound and took up station behind the wall with intentions of ambushing any patrol coming along the road behind the compound.

Paul brought on one of his yellow fire teams (from Cpl Jeff Palmers section) in the centre just outside the compound.

On the left he brought up a full section, whilst i moved tactically inside the compound and set up the PKM team in over watch inside the bombed out house. In next phase Paul advanced one of his left hand fire teams tactically and tried to PID some lardies who appeared in the woods below.  
And failed.

Paul brought up his Senior leader (Lt Samual Patterson) who put yellow fire team onto overwatch.

The RPK/AK fire team opened up on the blue fore team on the hill causing one shock... Blue section now knew definately that there were bad guys in the woods. (Off came the safeties). The section commander brought up the rest of his section and let rip into the woods below. The fireteam who were stationary let rip with 11 dice, whilst the moving fire team fired at half value. Resulting in two down and four shock, one of them going down to the DMR.

A picture from the firing line, whilst this is going on another section advanced into the market and approached the main compound gates.

The most heinous of crimes being committed, unpainted troops on table, as i ran out or painted miniatures.

Red section under (Ethan Fisher) spotted the bad guys lurking on the wall from the area of the ruined wall next to the main gate in the North of the compound, and positively ID'd  and engaged with devastating results. Three down and four shock to the surviving Junior Leader, which forced him to break.

So rolling for his movement gave me a distnace of 13" which caused him to rout through some friendlies a nearby deploying RPK team and gave them three shock for their troubles. Resulting in a loss of two morale points. Down to nine.

Blue section move down from the hill one fire team at a time covering as they move, looking at over running the now vacant JOP. Over seen now by the Platoon Sergeant "Joshua Roberts from the Northern Territories" in the middle.

With some very poor rolls which include several containing single sixes which are wasted and no fours or threes, i finally got one four and a three, plus a one and a six....again. My senior leader managed to remove three shock off the Junior Leader whilst now he got his head together rallied the shock off the nearby RPK group.

Mean while blue section who were getting all the fun had positively ID'd the baddies moving up along the Nortern compound wall and opened fire all guns blazing. (Which reminds me i need to buy more dice). Resulting in two men down and four shock. Resulting in a break and subsequent rout of the last man standing and a further loss in morale. Now down to eight.

INTO the long suffering RPK team who can only stand by and watch their fellows run past them and add three more shock to them yet again.

Two double sixes rolled by Paul in a row. "Game over man, game over"....

Which resulted in him capturing a JOP and another morale loss now down to seven.

We called a halt there as i thought it wise to pull out with seven losses to none with three never to return. Two will return next game whilst two will miss the next game whilst they recover.

 More work needs to be done on the intricacies of COIN operations, however the combat seems deadly enough, especially when you do not have enough leaders or support to do anything worthwhile.

Local populace are unhappy of having foreign troops in the area and dropping bombs around them especially when there was nobody about..

The CO was impressed that Lt Samuel Patterson didn't cock up in his first ever combat situation, this is mostly down to the aggressive tactics of his platoon Sergeant taking over Cpl Cooper Wilson's Blue section. So CO's opinion goes to +2 "No Effect". The Men's opinion goes up by +1 as they gave the Lardies a proper bloody nose. Patterson's outlook on life is yet to be determined.

Diggers come to Lardistan

Bit of Background.

So as people are aware that FS has stalled some what due to un forseen circumstances. 
However as i am not a member of the FS play test group i am not privvy to the actual rules as they stand. What i did get from the big man himself is snippets of the rules.

I joined the Yahoo CoC Cold war forum and got a copy of the modern CoC version which is what the Mogadishu and Vietnam versions are based from. Using this as a base i have tried to develop for my gaming group a home made version which i hope gives the right feel.

I have debated with several people and a big thank you goes to Richard Humble who has given me his thoughts and ideas from his home made version, and came up with a host of fire power ratings for certain weapons. I have also endeavored to come up with realistic values for the numerous handheld A/tk weapons that are about.

And i have also started on a vehicle data base (who doesn't one tanks, enter the Danish contingent).

Above shows the first game i ran last night at my local games store "Asgard games", it was a random set down of some terrain pieces and a rather large hill that Ken wants to borrow for Spain, so i need to do a drop in roof for the house on the hill...

We ran the patrol mission with the Lardies coming on from the Right hand side, and they were given a D3 free patrol moves, which i rolled a six so got three free moves. The jump off points can be seen below. The number of JOP points can be altered by the current threat rating and the level of ROE (Rules of engagment) in place. Threat rating starts at 4 and is reduced by the ROE value. The ROE value also effects the Collateral damage rolls as well, so a balance needs to be taken.

ROE 0 Unrestricted – should apply in conventional conflict and 'free fire zones'. This means 'weapons free' and no penalties for killing/wounding civilians. (Mostly for those playing US ;-) )

ROE 1 Need to identify. This is more restricted and troops are required to identify that the target is, indeed, enemy. This will often be done by seeing weapons.

ROE 2 Restricted. This means that only those committing or having committed a hostile act can be engaged; seeing weapons is not enough. This will generally mean the enemy firing first. Emplacing an IED constitutes a hostile act, moving the components does not.

The ROE Level has another effect – it reduces the Threat Rating by the ROE Level. So, a Threat Rating of 4 but with a ROE Level of 2 becomes a Threat Rating of 2.

So as this is the start of the current campaign and Paul is finding his feet i gave him a ROE of 1, so i had to reduce my JOP's to three which as i said can be seen below.

JOP behind field boundary at bottom of table.

 JOP near woods between the upper hills.

 JOP with in the compound which is what i was hoping for.

 The Aussies two JOP in fram land to the West of the compound.

Other two JOP's in farm land and just below the hill in the North, which the dust is still settling from. MOre on that below.

 The first dice of the game gave me this... my first ever random event.
I rolled a one and got the random artillery barrage, which we changed to a dropped short 500lb bomb.
This effected the area of the hill in the pic above and also effected the small market seen just in the shot! First collateral damage to the COIN forces (a good start).

Monday, 8 January 2018

The Troops arrive.


SO below can be seen one of my squads of Soviet troops for Stalingrad. I have decided due to the nature of the fighting i wanted to put a ram shackled task force together, and to add some colour i decided on painting up a NKVD unit which has being thrown into the line.

Below are the start of two normal rifle sections, from the previous post i should have two full sized squads and a amalgamated squad made up from survivors from the other two sections. To the left can be seen a spare SMG gunner in case i want to swap out a rifleman.

Below can be seen part of my command group, the ubiquitous gesturing office from the famous black and white pic, next to him is a Company Commissar in his fetching blue dress trousers, obviously just been turfed out of his office.

A close up of my door knockers (Hello anybody in?)

A close up of the command group with the medic in background and the attached sniper on the left.

An attached Forward observer to call down death and destruction upon the hapless invaders..

All of the bases are being painted in a grey/red urban pattern which will finally have other detrius added to them to fit the scenery, which it seems has come to a stand still a si decide on how i simulate the ground work with out stopping placement of figures.

Wednesday, 3 January 2018

Soviet Force for Chain of Command

The Troops gather:

Using the Campaign rules i rolled for my Characters and got the following.
So having rolled for prior casualties i got 13, which left me with a problem of how to organise my Platoon. I decided to remove twelve riflemen from third and fourth sections which left me with one casualty left over.
As i didn't know what to do with my extra Junior NCO i decided to bite the bullet and allowed poor Stepan to bite the dust.... i then moved the left over LMG from third section into fourth section as a fire base under command of Boris

As can be seen purely for story purposes i also rolled for some other Characters notably a Sniper, Medic and Commisar.

Mikhail Saburov Age 20.
Intellectual Looking Man, Average Height.
Loyal Party Member and soviet Citizen.

Alexander Pavlichenko Age 25
Lumbering Giant,
Loyal Party Member and soviet Citizen.

Nikita Soliakov  Age 21
Wants nothing other than to Fight for Mother Russia, as she lost her family to the German Juggernaut in late 41.

Natasha Belik Age 22
Former worker on a collective farm.
Average and unremarkable

Section 1
Serzhant: Georgy Zelenko Age 23 SMG
Factory Worker, Broad as he is tall. Wants to return home as a Hero of the Soviet Union.
LMG Team with two crew
6x Rifles

Section 2
Serzhant: Maxim Shelepin Age 28 SMG
Factory Worker, Average Build. Wants to return home as a Hero of the Soviet Union
LMG Team with two crew
6x Rifles

Section 3
Serzhant: Stepan Belik Age 26 SMG
Small Shopkeeper, Average and unremarkable. Wants nothing else than to Fight for Mother Russia
Died Hero of Soviet Union.

Section 4
Serzhant: Boris Rashkova Age 31 SMG
Worker on Collective Farm, Troops look up to him for leadership.
Tall and Thin

Two LMG teams with two Crew.

Purely for aesthetic purposes i decided to swap out a standard section for a NKVD section which had been placed under command, this was going to be Section 2. 

The overall value was worked out as should give me a few support points.

Will publish pics of figures soon.

Friday, 29 December 2017

Stalingrad Strongpoints

A busy afternoon's work.

As the two buildings have there own base they form a raised are between them when glued down, so i decided to use this delineation to form some inner trench works working there way through the building and ending with a area to place support weapons. This area is designed to take the Larger warlord games circular bases.

I found an online resource to print off some brick paper which will cover the outside of the buildings and hide the obvious MDF joints. The trench lines were built up with a revetment of matchsticks and the edges of the trenches will be built up to cover the edges, not sure how i will accomplish this just yet.

I will then cover the whole with rubble etc to give it that just been lived in look. I am working on the principle of the troops clearing the middle of the rubble out and using to make trench works inside.
At the bottom right hand side can be seen the start of an external trench line to join up with other strong points.

I have started outlining the next strong point base. This will have two smaller corner ruins and two circular support weapon pits built in. Again it can be joined up with other strong points using an external trench system.

I may look at a set of ruins using two of  the larger corner ruins on a base twice the size. I am leaving the two factory units till last as these will need some extra special work to give them that factory feel, i already have my eye on some extra pieces from Ebay.

Stalingrad the Beginning

So a small group of us have decided to run a Stalingrad campaign.
 I have chosen the Soviets as i picked up the Bolt Action starter box at Warlord Games birthday weekend bash for half price.... a bargain. I should of bought more.!!

I asked Ken if the Hartlepool club had any terrain we could borrow, he said they had loads spare and if i was willing to jazz it up we cpild use it, so it was dropped off at Asgard games and below is only a part of it as the rest is still in my car boot, as i have no room to store it.

 I took a large corner ruin for starters, my problem with these sorts of ruins is how troops are to move around between floors, so i decided to add in some stairs. You can just make out the pencil marks where they are to fit.

I checked the size of my stairs and cut out some double length stairs.

I also added in some internal walls to provide some cover from external fire.

Ken had asked that i use some drop in terrain rather than distinct  purpose built boards, so i looked at mounting them on a MDF base which i had already cut for my rural terrain.

 Using the TFL Xmas special 2016 Eastern Front Orbats for Dec 42 gave me four squads of six and a LMG team of two figures plus a Junior Leader with SMG.

Due to the nature of the fighting we decide on a pre-campaign roll for starting casualties, we rolled one D6 per squad and i rolled 4D6 and got 13. Not a good start, then again we all rolled high Ken rolled 15 for his German Pioneers and Mark rolled 12.

So some pretty bloody fighting has been had all round. Below is the start of my reduced sized sections, i have decided on two full sized sections and a reduced section containing the two remaining LMG's and a Junior Leader.

Below is the LMG section with two DP LMG's

Some support in the way of a Maxim MMG a Prone A/tk rifle and a 50mm Mortar

 Below can be seen my 76mm Infantry gun which is the later 1943 version so too late for Stalingrad but as there is currently no decent version i will be using this as a proxy.
This is from the Plastic soldier company.

 I also purchased the KV1/2 box set so i have the option of either.

I think this is enough to be getting on with.