The third Central London curry-tastic one-day ADLG event took place a few weeks ago on a rare major-sporting-event-free Sunday.The theme was Late Medieval, and having been thoroughly schooled on the art of Medieval stuff at The Worlds last year, but al…
Posts Tagged ‘15mm’
The latest and possibly last addition to a commission army that painted for a member of Plymouth Association of Wargamers.He gave me 12 four horse chariots to bolster his army. I’m quite happy with the results. The models themselves were Essex, w…
I’ve finished some more Ghost In the Shell 15mm cyberpunk vehicles. These are The Bat from that gawd awful 3rd Christian Bale Batman movie. You know the one where they kept telling you the auto pilot was out? The one with marble mouth Bane? Yep t…
Just some additional pictures of my first Impetvs bases.
The other Friday night we had a game set during the Vietnam war. The rules we used were AK 47.I hadn’t read the rules and this was really just a run through to try them out.The Americans were already on the table along with a number of obje…
Yes another new project…..well sort off. I have just got into Impetvs rules, mainly through buying and reading the pike and shotte era Baroque rules.I already have a preexisting Italian Wars collection so it was just a case of ‘tarting’ some of…
Three 2.5 hour rounds. 100 Points. All official lists from Team Yankee (including Afghansty), Leopard (including Panzertruppen), Iron Maiden, and Volks-Armee will be allowed. All forces will be fully painted. We have spots for 120 players and we will make a stand-by list if the tournament fills up. Each participant will get the Wolfgang’s Bratty Wagon objective for free for playing in the tournament.
With the impending arrival of Ver 4 to our gaming tables, the regular players at the Brookhurst Club in Orange County California decided to hold a multi-player Stalingrad FOW game. I had run the Able Kompanie Stalingrad intro game at GenCon several times, so we decided to run a modified version of it. We changed the table arrangement so it wasn’t a duplicate and created different army lists up to 2,000 points per side.
Our rules for the game included the following:
Movement and Cover: All of the table was (at best) Slow Going – Except for roads (regular cross country on roads).
Rubble (any building or rubble bases, as well as blast craters) gave bullet proof cover to infantry if their base was at least half on the rubble base.
Bunker Busters: Building with four walls, and a second story floor or roof were considered “buildings” for bunker buster guns.
Other terrain such as railroad embankments, etc followed the rule book for Ver 3.
Buildings and rubble bases required skill checks for vehicles to avoid bogging.
Scoring: Based on the Able Kompanie GenCon version, we ran a total of eight objectives. Three in each deployment area, and two in the center of the table. The center objectives were slightly offset from the center line, so each side could attempt to get close enough to contest in turn one. At the beginning of each side’s turn, they received points for any objectives they held (or had held, and were not contested by the enemy). Objective in your own deployment zone were one point each. Center objectives were two points each, and if you got lucky enough to take one in the enemy deployment zone, those were worth four points each.
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Ok in January I decided to start a ‘non’ project on a period I have liked for some time. The final push for this project was getting a great deal on some second hand unpainted Peter Pig figures from Stuart at Colonel Bills (www.colonelbills…
Medieval Scots is not a subtle army – lots of poor quality pikemen, but one had successfully caused me a lot of problems in The Worlds in Belgium in 2016 so I had then quite fancied creating one myself.I had also rebased a lot of Museum Miniatures Medi…
Tom and I got together yesterday to try out the new version 4 of Flames of War. Actually we played what we are locally calling v3.5 which is the EW/LW free rules. But we committed a terrible heresy by playing these rules with our mid-war ar…
Episode 5 “On the Road” Flames of War Version 4 Roll out.Download DirectlyA very special OTR Episode! Mitch Reed and Sean Sarah went to the Version 4 roll out at “Games and Stuff” in Glenn Burnie Maryland. They have a very frank talk with John Mat…
Following an initial Mid-War Version 4, my good gaming buddy Ed and I returned to Hard Knox Games to borrow the store preview copy and give Version 4 a Late-War tryout. Again, we wanted to test out the “worse case” scenario of a tank force attacking against a infantry & gun force in the No Retreat mission. The presumption was that tanks, especially medium tanks, were going to have no chance against a strong infantry & gun force.
The Soviet Strelkovy Battalion
The Infantry Tank Mark II, best known as the Matilda, was a British infantry tank. The design began as the A12 specification in 1936, as a gun-armed counterpart to the first British infantry tank, the machine gun armed, two-man A11 Infantry Tank Mark I. The Mark I was also known as Matilda, and the larger … Continue reading “SDD Matilda II”
This past weekend Tom and I got WWI back on the table after a several month break. Knowing we were to play I felt inspired to pull out some models and paint another unit or my Germans. This is the Battlefront pack GGE570 7.7cm FK96 n.A gun….
Tiger I is the common name of a German heavy tank used in World War II, developed in 1942. The final official German designation was Panzerkampfwagen Tiger Ausf. E, often shortened to Tiger. It was an answer to the unexpectedly formidable Soviet armour encountered in the initial months of Operation Barbarossa, particularly the T-34 and … Continue reading “SDD 15mm Tiger I”
The Bedford OY is an army lorry built by Bedford for the British Armed Forces and introduced in 1939. It was based on Bedford’s O-series commercial vehicles with a modified front end and single rear tyres. The OXD was a general service vehicle, a short-wheelbase version of the OY, designed for a 30 cwt (1.5 … Continue reading “British Bedford OXD”
By Tom Burgess
I have been very apprehensive about V4 Flames of War, but I have also been equally determined to give V4 a thorough work out. Once my trusty Local Game Store, Hard Knox Games, had a preview copy on site and I had a chance to listen to the WWPD V4 preview podcasts, watch the excellent Dice Devils playtest videos, and participate on the WWPD forum discussions I thought that I was sufficiently armed to give V4 a first go.
I wanted my first playtest of V4 to be “No Retreat.” I thought the Dice Devils did a great job doing three “Free for All” playtest video. More importantly, much of the gripes I’ve heard about V4 was that infantry backed up by anti-tank guns would be too hard for tank forces to attack into. As much as just getting a feel for V4 as game in general, I did want get a sense for how hard it would be for tanks to go up against defending infantry and anti-tank guns.
I was joined for this game my gaming buddy, Ed, and a new gamer, Tony. Ed and Tony would play the German force. I would run the British. In terms of knowledge of the new rules and skill, I’d have to say I had a advantage over my German opponents. Chad, the LGS store manager, had been reading the V4 preview rulebook for days and when he was not busy tending shop, he would come over and help us look up or resolve rules questions.
The forces I had available, or could borrow, as well as the very limited lists in the new “Afirka Korps” and “Desert Rat” books drove me to employing German Panzer Force as the attacker against a British Motor Company, backed up by as many guns as I could get in the force.