intro

A random series of articles on war gaming in 40K, FOW and other systems. The headings are, WiP; Conversions and models in various states of assembly. PiP; Paint works on various models. Mission Critical; scenarios or missions to bring a bit of a twist to a normal game. MiA; rules for units and characters that could/should/might appear in a game. Dig In; How to guides on making various types of terrain for different game systems. Sit Rep; Battle reports and after action reports on games played

Wednesday, January 5, 2011

PIP (40K); Dark Eldar

The Kabal of the House of Pain now stands at 1 Archon, 10 warriors and 10 wycthes.  The Archon is called lord Malwrath based of the dark eldar lord in a short story called mistress babeah gift about a dark lord out to impress a lady friend.

The method;
(AP=army painter GW =games workshop V =vallejo)

The models were under coated AP bestial brown.
The armour was painted V Oily steel.
The tunics and leggings were painted V german grey
The flesh was painted GW space wolf grey
The guns were painted GW brazen brass with the tubing painted GW snot green.
The hair and plumes were painted V flat white.
Lord Malwriath armour was painted GW burnished gold (because he is the boss and needs to stick out).
His cloak and the other warriors sashes were painted GW liche purple ( going forward each squad's sash will be painted a different color for squad markings).
The blades were painted GW shiney silver with the handles painted GW bleached bone.
The bases were done the same as the chaos deamons test bases
A few test washes were done on a couple of models and in the end the armour was left without a washes while everything else was given a black wash.
Only lord Malwrath was varnished (since he was a metal figure).


Lord Malwrath




Wash test V black wash (right), no wash (centre), V smoke wash (left)

Wycthes (got to admired the movement in the models)

Monday, January 3, 2011

mission critical (FOW); Dyhernfurth Raid

Dyhernfurth, Eastern front, 5 Feb 1945

Mission Overview;
Kampfgruppe O’Donnell is in the thick of it again.  This time they have been ordered to secure the village of Dyhernfurth so that scientists and technicians can destroy a secret chemical weapon  supply housed in a factory in the village.

Design note; The scenario is adapted for FOW from Faron Bell’s battlefront mission. Worth a read if you want the full back ground on the mission.

Set-up;
The set-up is as per map.  The main features are the chemical works, the village of Dyhernfurth, the bridge.

Russians get the frist turn.

Forces;
German forces;
@ Dyhernfurth
1 Grenadier platoon with attached HMG team (all teams, bar the HMG, have panzerfausts)
@ the chemical works
1 Grenadier platoon with attached HMG team (all teams, bar the HMG, have panzerfausts)
@ hill 109, south of the bridge (see hidden special rules)
1 Panzer grenadier anti aircraft platoon (2 sdkfz 10/5)
1 88 gun

Arriving from reserve from either the south or west roads (player decides before the game begins)
1 Panzer platoon (4 Panther tanks)

Can be deployed with any of the above forces;
Company HQ (panzerfaust/SMG with sd kfz151/1 halftracks)
Attached anti tank section with sd kfz151/1 halftrack
1 Gepanzerte cannon platoon (2 sdkfz 251/9)
1 Grenaider anti tank platoon (2 7.5cm Pak40’s)

Russian
@ The castle (see drunk special rule)
1 Strelkovy company (3 platoons with attached HMG)
1 Strelkovy machince gun company (1 HMG platoon)
1 Strelkovy mortar company (1 mortar platoon)

@ Kranz (see not ready special rule)
1 Guards heavy tank company (5 IS-2)
1 motostrelkovy (HQ with HGM platoon and 2 motor rifle platoon)

@ The railway station (see not ready special rule)
1 Tankovy company (7 T34-85s)
1 motostrelkovy (HQ with HGM platoon and 2 motor rifle platoon)

In delayed reserve (entering from North road, one roll for both units)
1 Tankovy company (4 T34-85s)
1 motostrelkovy (HQ with 1 motor rifle platoon)

Special rules;
Hidden:
The 88 and the AA platoon start the game in ambush but must be deployed on the hill when they arrive.
Drunk:
The Russian at the castle have found a cache of wine and have helped themselves as a result they are pretty drunk.  The garrison passes any motivation test of 2+ but always counts as conscripts for any skill tests.

Not ready;
The units at Kranz and the railway station are currently waiting resupply and are not ready for combat each team must pass a skill test before it can move.

Victory conditions;
The game last 12 turns.
Decisive Russian win if the chemical works, the village of Dyhernfurth, the bridge are captured.
Minor Russian win if the chemical works is captured.
German win if they hold the chemical works at the end of the game.
Any other result is a draw

Aerial view of the battlefield
 
 German grenadiers defend Dyhernfurth


 88 engages an IS2 company

 Russian assault on Dyhernfurth begins

 Panthers to the rescue

 IS2's V Panthers
 The Russian assault on the chemical factory gets hit in the flank

 Russian infantry makes its final assault on the chemical factory.

Thursday, December 23, 2010

FOW Mission critical; Champs 1944

Champs 25th December 1944

Design notes;
Adapted to FOW from the Rapid Fire Battle of the Bugle expansion.

Introduction;
Desperate to break the Bastogne salient before in can be relieved the 26th Volksgrenadiers regiment has been reinforced by the depleted 115th panzer grenadier 1st battalion and kampfgruppe Maucke and ordered to attack Bastogne from the west. Opposing them is elements from the 101st airborne paratroop and glider regiments.

Terrain; 
The battle is set-up as per the map.
The woods are impassable to vehicles but infantry treat them as open terrain.
Open ground and hills are difficult terrain to vehicles but infantry treat them as open terrain.
Roads are open terrain for all units.

Battle of champs map

Deployment;
The American forces deploy first. The parachute rifle company must deploy within unit coherence of Champs.  The glider rifle platoon must be deployed within unit coherence of Hemroulle.  The command section must be deployed within Unit coherence of Chateau Rolley. All remaining American platoons must deploy east of the Champ/Hemroulle road. All the platoons can opted to dig in before the start of the game.  The Sherman in delayed reserves arrives on the southern road.
The 26th Volksgrenadier moves on from the western table edge on turn one.  The 115th Panzer Grenadier battalion and Kampfgruppe Maucke enter from of the western road.

 
Glider platoon sets-up defending Hemroulle.
The forces
Defender; 101st Airborne
Company HQ with one attached bazooka
Parachute rifle platoon with three squads
Glider rifle platoon with three squads
Parachute Machine-gun platoon with two sections
Parachute mortar platoon with two sections
Parachute field artillery battery with two sections
Glider field artillery (105s) with one section
Tank destroyer platoon with one section (two M18s)


The defenders of Hemrouille were hard pressed by marauding Hetzers 

 The Hetzers breached the defences but timely arrival of the Sherman platoon clears the village

Delayed reserves
Sherman platoon with four shermans

Attacker; 26th Volksgrenadiers*
Company HQ with attached anti-tank section
Grenadier platoon with three sections and command SMG/panzerfaust
Grenadier platoon with three sections and command SMG/panzerfaust
Grenadier platoon with three sections and command SMG/panzerfaust
Grenadier infantry gun platoon with two sections
Grenadier mortar platoon with three sections
Grenadier mortar platoon (120mm) with two sections
Grenadier machine gun platoon with two sections
Veteran tank hunter platoon (Two hetzers)

Reserves
115th Panzer Grenadier battalion/Kampfgruppe Maucke
Panzer platoon with two PiV
Panzer platoon with two Stug III
Grenadier platoon with three teams, command SMG/panzerfaust and attached panzershreik
Grenadier platoon with three teams, command SMG/panzerfaust and attached panzershreiks
Each grenadier platoon arrives riding on one of the tank platoons. Roll for each tank platoon as normal if they arrive then so does their attached grenadier platoon.

At Champs Volksgrenadiers infiltrated through the woods towards the village.

Special rules;
The platoons in the 26th Volksgrenadiers company count as trained.
The battle starts before dawn; starting from turn two onwards roll for day break as if it was a unit in reserve.
The US artillery is very low on ammunition and can only make one attempt to range in. Mortars platoon can still re-roll their first attempt as normal.

The tank destroyers were lost going toe to toe against newly arrived PiVs

With Hemorulle secured, the glider platoon pushed on to hill 106 to clear it of artillery observers who were becoming a pain in the ass. 

Victory conditions;
The Germans win if they capture Champs and there are no American units contesting the Champs/Hemroulle road. Or if the the American company breaks before the end of the game.  The Americans win if hold Champs and there are no German units contesting the Champs/Hemroulle road by the end of the game or if the 26th Volksgrenadiers break before the end of the game.  The game last for 18 turns.

The defenders of Champs were reduced to a single section before the Sherman's came to the rescue

Wednesday, December 22, 2010

FOW (PIP); Russian artillery and German half tracks

Fed up with constantly begin hit by Kampfgruppe Donnell's artillery the Russian have finally got some of the their own.

Nothing new in the painting techniques but I did get to test out the Vallejo smoke wash. I think it is like the GW devlan mud wash but without the 50% mark-up. I like it.  Also for the bases the rocks were made from Kitty litter dyed with chocolate brown clothes dye. It did not go as planned and the rocks were painted grey instead.

 
 Command section with first and second platoons


 First platoon

 Second platoon

 Staff team, command section and observer team

Not to be out done the Germans are starting to get their 250/1 company ready.  The mortar section and first platoon are nearly ready just need decals and anti varnish. Still to do the rest of the heavy weapons platoon and the two remaining combat platoons.

 German mortar section


 Half track platoon

Family shot

Tuesday, December 21, 2010

WiP (40K); Dark Eldar


Now for something evil,

 

 Warriors and Wytches on Lava bases
 






 Counts as a venom?

Saturday, December 11, 2010

FOW Mission critical; Valsoft 1944

Background;
Eastern front mid 1944 The Russian operation Bagration is going into effect the town of Valsoft and its road junction have been identified as a key strategic target. An exploitation force has been dispatched to try an turn the flank of the defence while a shock assault force is on route to capture the town.  The area in defended by elements of the 14th regiment of the 78th division they lack mobility but are well equipped.

The terrain;
as per map.  The main features are the town of Valsoft and the river on its right.  The river is impassable except at certain points (see special rules).  The town is defended by minefields and barded wire.

Terrain viewed from the north
Russian view of Valsoft
Deployment;
The defender deploys force. Before setting up the defending force must be divided into three groups, the town garrison, the river defenders and the reserve  platoons must be split evenly between the groups.. After determining the river crossing, in the special rules the defender must then deploy the town garrison any where with unit coherence of a town building and the river force deploys within coherence of a river section. The reserve stay in reserve until the Russian assault force arrive after which roll for reserves as normal. The reserves arrive on the western road.   The Russian exploitation force arrives on turn one at the eastern road. The assault force arrives from reserve as a single force and starts rolling for reserves on turn six. The assault force arrives on the eastern road.

 
 German Garrison preparing for an assault.
 
While the river defenders provide flanking cover
Russian exploitation force arrives
German force;
  • 3rd Sturmkompanie 1st battalion, 14th regiment
  • Company HQ with two attached Panzershreik sections
  • 1st platoon three grenadier sections with command smg/panzerfaust
  • 2nd platoon three grenadier sections with command smg/panzerfaust
  • 3rd platoon three grenadier sections with command smg/panzerfaustC
  • 4th platoon command with smg/panzerfaust, HMG section, mortar section with observer
  • 5th platoon 2 anti-guns, command with smg/panzerfaust
  • Heavy mortar platoon with two sections
  • Artillery battery with three guns
  • Heavy tank company, I tiger
  • Veteran antitank platoon, two guns on RSOs
  • Stug platoon, 3 stugs

 
Exploitation forces starts taking casualties approaching the river.
Unsurprisingly the armoured car platoon did not do well against the tiger.

Russian force
The Russian force in broken into two main groups a exploitation force and a shock assault force
Exploitation force;  3rd company 4th cavalry regiment
  • Company HQ with attached anti-aircraft platoon
  • 1st platoon with four rifle squads
  • 2nd platoon with four rifle squads
  • Light armoured car platoon with seven BA-64
  • Tank company with five Shermans

Taking heavy casualties the exploitation force crosses the first river

And begin to knock out German observer teams.
 
Assault force; 1st battalion 12th Guards rifle regiment
  • Battalion HQ with attached anti-tank platoon, sapper platoon and anti-tank rifle platoon
  • 1st Udarny strelkovy company with Komissar and HMG
  • 2nd Udarny strelkovy company with Komissar and HMG
  • Udarny mortar company with two platoons
  • Udarny heavy mortar company with two platoons
  • Udarny SMG company
  • Guards heavy assault gun company with five ISU-122

Even at long range the Tiger has no problems destroying Sherman tanks.

Special rules;
River crossings;
Before deploying any models the defender secretly rolls D6 for each 6” section of river if  six is rolled for that section then the river is crossable and counts as very difficult terrain. If a Russian models with coherence distance of a section of river they must take a skill check in the shooting phase instead of shooting. If they pass the Defender must reveal if the river section if fordable. Bridges can be crossed as normal.

The Russian assault force arrives and begins to put pressure on the defenders
 The assault force makes it to the village but not without losing all the shermans in the process.

Victory conditions;
The game last for 20 turns.  The Russian win if they capture an objective within 20 turns or the German defenders break and other results is German win.