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

Monday, June 11, 2012

Mission Critical (FOW): Essel bridgehead 13th April 1945


Design note:
The mission critical was adapted to FOW from Bob Mackenzie's Command Decision scenarios webpage. Well worth a look if you need inspiration for FOW missions.

Introduction:
On 12th of April 4th King's Shropshire light infantry (KSLI) with support from 1st Commando brigade established a bridgehead across the Essel river. Overnight the bridgehead was reinforced with elements of the 3rd RTR. On daybreak of the 13th the British prepared to enlarge the bridgehead. But overnight the German defenders were reinforced by Kampfgruppe Lotze.

KSLI storm the German first line

Terrain:

Battlefeild

Open ground is difficult terrain to vehicles
Forests are impassable to vehicles and difficult terrain to infantry
Streams/ditches are very difficult terrain for vehicles and infantry and provide concealment for infantry teams in the them.
Roads are as normal.
Tree lines block liner of sight except to teams in base contact. Teams in base contact get concealment from fire which must go through the tree line.

With support from the 3rd RTR

Forces:
British are confident/veteran. The Germans a confident/trained except,
Tiger = confident/veteran
12th SS= fearless/trained

The German forces break once Kampfgruppe Lotze is broken (on three units).12th SS battalion losses has no effect on German morale.
The British force breaks once the KSLI broken (on five units)

4th King's Shropshire Light Infantry (KSLI)
British Rifle company
approximately 1765 points

Main Force
Battalion HQ 4th KSLI
1 Company HQ (with troop carrier) -35
A,B,C,D companies
4 Platoons (3 sections) -720

Under Command
S company 4th KSLI
1 Mortar platoon (3 sections) -175
1 Anti-tank platoon (with 1 sections and carriers) -85
1 Scout platoon (with 1 bren section ans 1 wasp section) -200

Attached
A squadron 3rd Royal Tank regiment
1 Tank squadron (3 shermans and 1 firefly) -365
H Battery 13th Royal Horse Artillery
! gun troop * (with 4 guns) -185

Reserves**
C squadron 3rd Royal Tank regiment
1 Tank squadron (3 shermans and 1 firefly) -365

Total value (approximately) 2130 points
12th SS A&E Battalion
German SS grenadiers
approximately 300 points

Main Force
1st &7th Kompanies
2 platoons (2 sections each all teams are MG/PF) -300
1 AT section (1 Panzershreik) – 40 points

Kampfgruppe Lotze
German grenadiers
approximately 1065 points

Main Force
1 company HQ (SMG/PF+1 Panzersherik section) - 100
3 platoons (2 sections each all teams are MG/PF) -405

Attached
Panzer Jaeger platoon
1 Artillery Anti Tank platoon (2 88 Pak 43)- 230
Panzergruppe Fehrmann
1 Schwere Panzer platoon (1 Tiger 1 E) -215
Luftwaffe
Sporadic Air Support (Hs129B) -115

Total value (approximately) 1450 points
Notes:
* off table, observe team deploys as normal
** delayed reserves
Notes:
None

Recce platoons races through the lines

German last line of defence

Deployment and who goes first
12th SS A&E battalion deploys first anywhere between ditches X and Y. All of its units are in prepared positions
The Panzershreik team begins the game in ambush
The KSLI then deploy anywhere within 6” of the southern table edge. All of its units count as moving last turn
Kampfgruppe Lotze then deploys anywhere between ditches Y and Z. All of its units count as moving last turn.
The Tiger starts the game in immediate ambush but still must deploy in the deployment zone.
British delayed reserves come in at any point of the Southern table edge.

Each player rolls a D6 to see who goes first. In the event of a tie the British go first.

Recce Vs Pak

Special rules
none

Game length and victory conditions:
The game lasts twelve turns.

There are two objectives (A and B) at the end of the game whoever holds both is the winner. Anything else is a draw.

After six turns at the start of the German turn if there is no British teams north of ditch X the German win the mission. After six turns at the start of the British turn if there is no German teams south of ditch Z the British win the mission.
If either sides break there opponent wins the mission


Notes:
  1. Historically the Luftwaffe attacked with Me262's but there are no rules or point values for them yet in FOW so I used Hs129B's instead
  2. 3rd RTR was equipped with Comets but I do not have any so they were replaced with Shermans.

    Tiger prepares to engage

    Shermans Vs Tiger

    Shermans call in a smoke barrage to silence the Tiger

    Shermans Bogs down trying to cross a ditch

    German reinforcements on the move

    Advance of the PBI

    4th platoon move forward

    German frist (on the edge of the forest) and second (inside the forest) lines of defence

Monday, June 4, 2012

PiP (FOW): Taskforce Archer (British) reinforcements

The British get some reinforcements this week in the form of a commandoes troop, a recce platoon and a platoon of 17 pounders. Nothing new in terms of painting methods.

Again with the bagpipes

Commandos on the prowl

17 pounders

Take that Jerry 

Bren recce patrol 
(I wonder how many aerials I can get from my house brush)

Thursday, May 31, 2012

Wip(40K): Piper down

Second batch of victora miniatures IG has moved on to the workbench. This time Dookian fen Gaurd are under the knife. Conversion wise the officers swords need to be replaced with claymores anbd I need a bit of inspiration for theming the guardsmens a bit more and to learning how to paint tartan.





Monday, May 28, 2012

PiP (40K): For crimes aganist the Emperor part II

The penal squad is just about done, just the bases left. It is a shame you can not customise the unit more. For some reason I wanted to do twelve dudes with various different weapons. Forgeworld were talking about bring out a Penal world themed book. This guys will be in like Flynn if they do.

Method:
The models were primes grey then given a V black wash as a pre shade.
The overalls were painted a mix of V, french blue V,off white and thinner. Then a thinned V black wash
The flesh was painted a mix of V,off white and V. Flesh. Then a thinned mix of GW blue and red ink wash
The Gun stocks and mines were painted V. Russain Green. Then a thinned V black wash.
The Collars and chaines were painted V. natural metal. Then a thinned V black wash 
The Boots and belts were painted a thinned mix of V grey black and V black. Then a thinned V black wash.

Legend
V. Vallejo, 
GW, Games Workshop








Thursday, May 24, 2012

PiP (FOW): Kampfgruppe Conrad

Kampfgruppe Conrad (Herman Goering panzergrenadiers) has taken one of the longest length of time for me to assemble a  FOW army. Started in 2010 and it is still not finished since they need more trucks.  Model wise I think they are one of the best ranges battlefront have made to date.

The Kerr and King urban themed bases is the first time I have tried themed base and they take way more time than normal to prepare. But the results are good.

 
Heavy weapons platoon takes up positions in Russia

HMG teams with spent shell casing made from brass rod

Pioneer Platoon with attach flamer throwers

1st platoon with attached Panzershreik

2nd and 3rd platoons

3rd platoon command team with unit marker (Man, how did I ever play mid-war russian infantry without unit markers)

Flak panzer platoon provides cover


After the Decals were added the area was dry brushed with the base color and then given a vallejo smoke wash to blend in the decals.

Monday, May 21, 2012

Mission Critical (40K):Attack the Block


Background:
The war on Spandex XV wages on. Climatic conditions have force both parties to seek shelter in the now abandon city blocks. But both sides have claim on the same blocks

Terrain:
The table is divided into 2'x2' sections. Each player alternates placing one building, which counts as the building block, in each center. Once the buildings are placed roll a scatter dice and 2 D6 and move each building accordingly. Each player then alternates placing more terrain . Terrain can not be set-up within 3" of another terrain peice. Once players can no longer set-up more terrain the battle feild is ready.

Forces:
Standard force selection applies. Or if feeling adventurous try using a random force generator.

Deployment and going frist;
Roll a D6 to see who picks whiuch table side. Armies deploy along the long table edge and must be within 12" on the table edge.

Special Rules:
Each block can only be entered by infantry. Skimmers can move over the blocks. But they, and any infantry inside of them, do not counts as being in the block. If an infantry unit starts its turn inside a block it can opted to search the block for salvage. Roll a D6 an consult the table below.

Salvage Table
1. Booby traps.
  Every model in the unit must take a dangerous terrain test.
2. Nothing
   The area has already been stripped clean.
3. Ammo dump
     The unit's weapons count as twin linked so long as the unit stays in the block.
3. Medical facilty
     The unit gains the “Feel No Pain” so long as the unit stays in the block.
4. Power generator
     The unit's weapons can re-roll to wound rolls so long as the unit stays in the block.
5. Sacred Ground
     The unit's weapons counts as stubborn so long as the unit stays in the block.
6. Jackpot
    The Player can pick what booty is in the building.

Victory Conditions. 
If a scoring unit ends a player turn with more than half its models in a block it automatically captures the block. Place a marker on the block to show its alignment.  An infantry unit can remove an opponents  marker if it ends a player turn with more than half its models in a block and there are no enemy models within 3" of the block. Only scoring units can add markers.  Which ever sides has the most markers in play at the end of the game is the winner.


No city fight photo yet but below are some from the Saxony ball in Leipzig. Where the Panzer Waaagh took 2nd..

Round 1 Vs Space Marines in objective grab. The Terminators on the top left are going after the boss's wagon.

Round Two Vs Wraith Wall in Kill points with a twist. Expendable guardians acting as bait for Wraithlords.
No Outflank or Snikrot allowed :(

Round 3 Vs Venom Spam in Kill points. I thought DE were extinct but the dark lances come out when the Panzer Waaagh shows up. :(

Battle for 1st place Necrons Vs Blood Angels

 A nice twist on the Space wolves color scheme.

Monday, May 14, 2012

WIP (40K): For crimes aganist the Emperor part I

Victoria's Penal legionnaires have been attached to Taskforce Steiner for mine clearance duties.  Gamewise, I am not a big fan of Penal legionnaires. They are one of the many "could have been good" units in the IG codex.  That said Victoria's models are awesome and crap rules should not keep cool models off the table (but they usually seem to).

Penal trooper Lector

Penal Trooper Riddick

Penal Trooper Picard

Penal Troopers

Penal trooper Sevalas and Overseer Coburn

Penal Troopers Johnston, Farrell and Chambers