Posts Tagged ‘15mm’

Conquest is on Saturday: ADLG Late Romans

Posted on November 9th, 2017 under , , , , . Posted by

I’m finally attending a Conquest again. I always used to play Flames of War but this seems to be AWOL. If it is there, it must be a secret club. So here is my different 15mm historical tournament army: 200pt Late Romans (East) with  allied Armenia…

Building a Cotton Press in 15mm

Posted on November 4th, 2017 under , , , , . Posted by

After building the Southern Mansion, I wanted to add more structures which would have belonged to Civil War plantation complexes. One of the most characteristic landmarks was the cotton press. This large wooden structure consisted of a screw mechanism and…

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Raphia-Selecuid Thureophoroi

Posted on October 31st, 2017 under , , , . Posted by

This is the last unit of Daae/Carmanian/Cilician Thureophoroi who were led by Byttacus of Macedon.  There were three units under his command.These are all Xyston….

Raphia-Selecuid Thracian Light Horse

Posted on October 31st, 2017 under , , , . Posted by

More work in  progress of my epic aim to build both armies of the Battle of Raphia.These are two units of Thracian light horse, although the lists I have make no reference to the light horse being Thracian, they do have Thracian foot so why not……

Raphia-Selecuid Thureophoroi

Posted on October 31st, 2017 under , , , . Posted by

This is the last unit of Daae/Carmanian/Cilician Thureophoroi who were led by Byttacus of Macedon.  There were three units under his command.These are all Xyston….

Raphia-Selecuid Thracian Light Horse

Posted on October 31st, 2017 under , , , . Posted by

More work in  progress of my epic aim to build both armies of the Battle of Raphia.These are two units of Thracian light horse, although the lists I have make no reference to the light horse being Thracian, they do have Thracian foot so why not……

Defending the POLZ. Obrona LWZ.

Posted on October 31st, 2017 under , , , , , , , . Posted by

Last Thursday I was invited into another AK47 game. For those who don’t know what is it, that the rules for African conflicts during the 1950s, 1960s and 1970s. However it is made in silly way and not taking it very seriously. The gamer pick a side, it could be some kind of dictatorship, religious fanatics, superpower interventionists, colonial  etc. That system was very popular few years later in our club and now it have its come back. We use the 2.0 version of the rules, as the newer version is not what we like. For that game I created the new colonial state called People of Liberated Zutumzia (POLZ, or in Polish Ludność Wyzwolonej Zutumzii – LWZ). It was made generally by Poles, who after 2WW, from many reasons cannot return to the Communist Poland and instead emigrate to many countries of the world, chose to live all together in Africa with the former Polish Government in Exile now Government of the Zutumzia. That country was created somewhere on the part of the former British territory of West Central Africa.
W ostatni czwartek zostałem zaproszony do kolejnej gry z zasadami AK47. Dla tych co nie wiedzą, co to jest, to są zasady do konfliktów afrykańskich, toczonych w latach pięćdziesiątych, sześćdziesiątych i siedemdziesiątych. Jednak te zasady robią to w trochę humorystyczny sposób i nie biorą tych konfliktów nazbyt poważnie. Gracz wybiera sobie stronę, może to być np. dyktatura, fanatycy religijni, interwencja jednego z mocarstw, koloniści itp. Ten system był kiedyś bardzo popularny w naszym klubie i obecnie przeżywa swój powrót na stoły. Do gry używamy wersji 2.0, ponieważ bardziej nam ona odpowiada. Dla tej gry stworzyłem nowe kolonialne państwo zwane Ludność Wyzwolonej Zutumzii (LWZ, lub po angielsku People of Liberated Zutumzia – POLZ). Państwo to zostało stworzone przez Polaków, którzy z różnych przyczyn nie mogli powrócić do komunistycznej Polski i zamiast wyemigrować do różnych krajów świata, zdecydowali się razem żyć w Afryce z byłym polskim rządem na uchodźctwie, teraz rządem Zutumzii. Kraj ten został utworzony gdzieś na części byłego terytorium brytyjskiej Afryki centralno zachodniej.
SCENARIO/SCENARIUSZ: Jack Glanville
UMPIRING/PROWADZENIE GRY: Jack Glanville
SCENERY/SCENERIA: SESWC, Jack Glanville
FIGURES & MODELS/FIGURKI i MODELE: Jack Glanville, Bartek Żynda, George.

1. Forces. Siły.

ZUTUMZIA
(Bartek)
1 x 2 tanks
1 x 1 tank, 2 A/C
1 x professional infantry
2 x regular infantry with mortar
NEW SCOTLAND FORCES*/SIŁY NOWEJ SZKOCJI*
*I don’t remember the name of Georges fraction, but it all have Scottish emblems…
* Nie pamiętam dokładnej nazwy frakcji Georga, ale wszystkie one miały szkockie oznaczenia…
(George)
1 x 5 tanks
1 x 2 A/C
1 x professional infantry
1 x regular infantry
1 x militia

2. The game. Gra.

I was defending, while George was attacking. My initial forces were professionals and tanks. I put my tanks behind cover and my infantry in the built-up area, on one of the objectives. George got his tanks and militia as the initial forces. At the beginning of the game George’s forces were too large and had some problems to enter the table, what was used by me. My tanks quickly destroyed George’s militia before his tanks were ready to use. As soon as they appear on the table I had quickly move back my tanks out of the line of the see of the blue tanks. Unlucky for my soon the George’s armoured cars appeared  just at the back of my tanks and two of his infantries also entered the table: professionals and regulars. He decided to attack both built-up areas with them, but he made a mistake and against my professionals put his regulars. His commandos took one of the built-up areas without any problems, they were unprotected, but the other become serious problem for George. Frontal attack was repulsed and soon on his back appeared one of my units with mortar. That caused another George’s unit to disappear. Finally he decided to crash my infantry with his mighty blue tanks, but then I received unexpected air support. That was enough to finish the game with victory of the Zutumzia!
Ja byłem obrońcą, George atakował. Moimi początkowymi siłami byli oddział elitarnej piechoty i czołgi. Moje czołgi ustawiłem ukryte, a piechotę umieściłem w jednym z obszarów zabudowanych, będących jednym z celów gry. George jako siły początkowe otrzymał czołgi i milicję. Na początku siły George’a były zbyt duże by od razu wejść na stół, co skrzętnie wykorzystałem. Moje czołgi szybko zniszczyły milicje Georga, zanim jego czołgi mogły by być użyte. Jak tylko pojawiły się one na stole z powrotem wycofałem je by zniknąć z zasięgu wzroku niebieskich czołgów. Pechowo dla mnie wkrótce samochody pancerne George’a pojawiły się za moimi czołgami oraz jego piechota weszła na stół: elitarna i regularna. Zdecydował się piechotą zaatakować i zająć oba obszary zabudowane, jednak popełnił błąd i swoje siły regularne pchnął przeciw moim elitarnym. Jego komandosi bez żadnych problemów zajęli jeden z obszarów zabudowanych, nie były przeze mnie bronione, jednak drugi obszar okazał się być poważnym problemem dla George’a. Frontalny atak został odparty i wkrótce na jego tyłach pojawiła się moje piechota z moździerzem. To było przyczyną, że kolejny oddział George’a zniknął. W samej końcówce George zdecydował się zniszczyć moją piechotę swoimi potężnymi niebieskimi czołgami, jednak ja otrzymałem niespodziewane wsparcie lotnicze. To wystarczyło by zakończyć grę zwycięstwem sił Zutumzii!

3. Links. Linki.

SESWC:
https://www.facebook.com/Seswc.co.uk/posts/1499330090104959
Flickr:
https://www.flickr.com/photos/asienieboje/albums/72157690043806966

Defending the POLZ. Obrona LWZ.

Posted on October 31st, 2017 under , , , , , , , . Posted by

Last Thursday I was invited into another AK47 game. For those who don’t know what is it, that the rules for African conflicts during the 1950s, 1960s and 1970s. However it is made in silly way and not taking it very seriously. The gamer pick a side, it could be some kind of dictatorship, religious fanatics, superpower interventionists, colonial  etc. That system was very popular few years later in our club and now it have its come back. We use the 2.0 version of the rules, as the newer version is not what we like. For that game I created the new colonial state called People of Liberated Zutumzia (POLZ, or in Polish Ludność Wyzwolonej Zutumzii – LWZ). It was made generally by Poles, who after 2WW, from many reasons cannot return to the Communist Poland and instead emigrate to many countries of the world, chose to live all together in Africa with the former Polish Government in Exile now Government of the Zutumzia. That country was created somewhere on the part of the former British territory of West Central Africa.
W ostatni czwartek zostałem zaproszony do kolejnej gry z zasadami AK47. Dla tych co nie wiedzą, co to jest, to są zasady do konfliktów afrykańskich, toczonych w latach pięćdziesiątych, sześćdziesiątych i siedemdziesiątych. Jednak te zasady robią to w trochę humorystyczny sposób i nie biorą tych konfliktów nazbyt poważnie. Gracz wybiera sobie stronę, może to być np. dyktatura, fanatycy religijni, interwencja jednego z mocarstw, koloniści itp. Ten system był kiedyś bardzo popularny w naszym klubie i obecnie przeżywa swój powrót na stoły. Do gry używamy wersji 2.0, ponieważ bardziej nam ona odpowiada. Dla tej gry stworzyłem nowe kolonialne państwo zwane Ludność Wyzwolonej Zutumzii (LWZ, lub po angielsku People of Liberated Zutumzia – POLZ). Państwo to zostało stworzone przez Polaków, którzy z różnych przyczyn nie mogli powrócić do komunistycznej Polski i zamiast wyemigrować do różnych krajów świata, zdecydowali się razem żyć w Afryce z byłym polskim rządem na uchodźctwie, teraz rządem Zutumzii. Kraj ten został utworzony gdzieś na części byłego terytorium brytyjskiej Afryki centralno zachodniej.
SCENARIO/SCENARIUSZ: Jack Glanville
UMPIRING/PROWADZENIE GRY: Jack Glanville
SCENERY/SCENERIA: SESWC, Jack Glanville
FIGURES & MODELS/FIGURKI i MODELE: Jack Glanville, Bartek Żynda, George.

1. Forces. Siły.

ZUTUMZIA
(Bartek)
1 x 2 tanks
1 x 1 tank, 2 A/C
1 x professional infantry
2 x regular infantry with mortar
NEW SCOTLAND FORCES*/SIŁY NOWEJ SZKOCJI*
*I don’t remember the name of Georges fraction, but it all have Scottish emblems…
* Nie pamiętam dokładnej nazwy frakcji Georga, ale wszystkie one miały szkockie oznaczenia…
(George)
1 x 5 tanks
1 x 2 A/C
1 x professional infantry
1 x regular infantry
1 x militia

2. The game. Gra.

I was defending, while George was attacking. My initial forces were professionals and tanks. I put my tanks behind cover and my infantry in the built-up area, on one of the objectives. George got his tanks and militia as the initial forces. At the beginning of the game George’s forces were too large and had some problems to enter the table, what was used by me. My tanks quickly destroyed George’s militia before his tanks were ready to use. As soon as they appear on the table I had quickly move back my tanks out of the line of the see of the blue tanks. Unlucky for my soon the George’s armoured cars appeared  just at the back of my tanks and two of his infantries also entered the table: professionals and regulars. He decided to attack both built-up areas with them, but he made a mistake and against my professionals put his regulars. His commandos took one of the built-up areas without any problems, they were unprotected, but the other become serious problem for George. Frontal attack was repulsed and soon on his back appeared one of my units with mortar. That caused another George’s unit to disappear. Finally he decided to crash my infantry with his mighty blue tanks, but then I received unexpected air support. That was enough to finish the game with victory of the Zutumzia!
Ja byłem obrońcą, George atakował. Moimi początkowymi siłami byli oddział elitarnej piechoty i czołgi. Moje czołgi ustawiłem ukryte, a piechotę umieściłem w jednym z obszarów zabudowanych, będących jednym z celów gry. George jako siły początkowe otrzymał czołgi i milicję. Na początku siły George’a były zbyt duże by od razu wejść na stół, co skrzętnie wykorzystałem. Moje czołgi szybko zniszczyły milicje Georga, zanim jego czołgi mogły by być użyte. Jak tylko pojawiły się one na stole z powrotem wycofałem je by zniknąć z zasięgu wzroku niebieskich czołgów. Pechowo dla mnie wkrótce samochody pancerne George’a pojawiły się za moimi czołgami oraz jego piechota weszła na stół: elitarna i regularna. Zdecydował się piechotą zaatakować i zająć oba obszary zabudowane, jednak popełnił błąd i swoje siły regularne pchnął przeciw moim elitarnym. Jego komandosi bez żadnych problemów zajęli jeden z obszarów zabudowanych, nie były przeze mnie bronione, jednak drugi obszar okazał się być poważnym problemem dla George’a. Frontalny atak został odparty i wkrótce na jego tyłach pojawiła się moje piechota z moździerzem. To było przyczyną, że kolejny oddział George’a zniknął. W samej końcówce George zdecydował się zniszczyć moją piechotę swoimi potężnymi niebieskimi czołgami, jednak ja otrzymałem niespodziewane wsparcie lotnicze. To wystarczyło by zakończyć grę zwycięstwem sił Zutumzii!

3. Links. Linki.

SESWC:
https://www.facebook.com/Seswc.co.uk/posts/1499330090104959
Flickr:
https://www.flickr.com/photos/asienieboje/albums/72157690043806966

Raphia-Seleucid Hetairoi Companion Cavalry

Posted on October 28th, 2017 under , , , . Posted by

Sorry only the one picture came through, but I am sure you get the idea.  Companion style cavalry for the Seleucid army.  I really do like Xyston miniatures, even though you have to drill the hands.  They paint up very well and look…

Raphia-Ptolemy ‘Peltasts’

Posted on October 28th, 2017 under , , , . Posted by

These troops are believed to be ‘light phalangitai’ with long spear and peltasts shields, hence their title.  They did however fight as heavy foot in a hoplite style, hence my figure choice.There were two units of these commanded by Socrates the B…

Raphia-Machimoi Phalangitai, ‘Egyptian Levies’

Posted on October 28th, 2017 under , , , . Posted by

A second unit of these painted, they are described as Egyptian Levies, made of of local malitia and conscripts.  I have used poorly equipped figures without armour and few helmets.These will be represented by an extra large/deep unit of 48 figures…

Raphia-Seleucid Hetairoi Companion Cavalry

Posted on October 28th, 2017 under , , , . Posted by

  Companion style cavalry for the Seleucid army.  I really do like Xyston miniatures, even though you have to drill the hands.  They paint up very well and look very nice, in my opinion, even with my basic painting style.

Raphia-Ptolemy ‘Peltasts’

Posted on October 28th, 2017 under , , , . Posted by

These troops are believed to be ‘light phalangitai’ with long spear and peltasts shields, hence their title.  They did however fight as heavy foot in a hoplite style, hence my figure choice.There were two units of these commanded by Socrates the B…

Raphia-Machimoi Phalangitai, ‘Egyptian Levies’

Posted on October 28th, 2017 under , , , . Posted by

A second unit of these painted, they are described as Egyptian Levies, made of of local malitia and conscripts.  I have used poorly equipped figures without armour and few helmets.These will be represented by an extra large/deep unit of 48 figures…

Cruising with the Crusader Swarm – An Advance the Colors (MW 80 points) AAR

Posted on October 24th, 2017 under , , , , , . Posted by



By Tom Burgess


There has been a lot of speculation and conjecture about Crusader and Honey Swarms being overpowered in Version 4 of Flames of War. However, my previous experiences at tournaments which had players playing Crusader and/or Honey “swarms” were not showing that these list we at all overpowered. In four MW tournaments, including the 2017 US MW Nationals, I had not seen one of these forces even place in the top three. At the US MW Nationals none even made it into the top half of rankings. However, it seems that these formations still have been a bit of a bugbear to many players despite articles and AARs posted by myself and Chris Fretts showing that they are not that dominating. So the only thing left for me to do was try a “swarm” myself and see how much damage I could do with it.

I’ve been enjoying playing MW Desert FoW battles since the release of Version 4. I have both DAK and 8th Army forces now, but had not yet tried the dreaded “Crusader Swarm.” I already had enough Crusaders models on hand to kit out two full squadrons, but only one was painted. Seeing how questions about the “Crusader Swarm” still lingered and with Advance the Colors, an 80 point MW Tournament, approaching this gave me great motivation to build and paint up my second Crusader squadron.

Why Crusaders over Honeys? For me it was most simply because I had picked up some of the V4 MW British starter boxes to support my LGSs and that’s what they came with. However, I do think I like the Crusader more so than the Honey anyway with its option to upgrade some to a Crusader III with 6pdr guns and Crusader II CS with a bombardment capability. The only trouble being how to tell the Crusader IIs, II CSs, and IIIs apart! I also really like the look of the Crusader as a sleek low riding gun platform that I could easily visualize kicking up some serious dust storms while running around the flanks of Panzers.

Building the Force.
The easy part was that two full Crusader squadron of 16 tanks each would be the basis of the force. That would give me full two HQ troops and eight line troops. I already had the first squadron modeled with two 6pdr and one 2pdr gun in each troop. I wanted the experiment with some new mixes in second squadron. For the 2nd Squadron, I modeled two troops will all 2pdrs and two troops with two 6pdrs and one 2pdr.

Formation 1 “A Squadron, 3rd Queen’s Dragoon Guards (Bays)”
HQ: 2 Crusader II, 2 Crusader CS (7)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)

Formation 2 “B Squadron, 3rd Queen’s Dragoon Guards (Bays)”
HQ: 2 Crusader II, 2 Crusader CS (7)
3 Crusader II (5)
3 Crusader II (5)
1 Crusader II, 2 Crusader III (7)
1 Crusader II, 2 Crusader III (7)

For support I thought that I needed at least some option to use “Spearhead” moves so I added the minimum necessary to have that capacity. This came in the form of three Universal Carriers with no upgrades. The last unit for this force was a Hurricane flight. I have found these crucial in my past games for dealing with Marders and Schelppers in German forces. Being that Advance the Colors would have Blue on Blue matches possible as well, I thought Hurricanes might help against M10s in US forces that I was likely to face.

Support
3 UC (2)
Hurricane (9)

That left me seven points for Command Cards. I normally don’t take Command Cards as I don’t find them really that necessary to do well, however for this test run of a Crusader Swarm I felt that I’d needed to take some. If I did not do well, I did not want people to say it was because I had not kitted out the Crusaders with any Command Cards.

So I first choose “Scout Tanks.” Even though these make it harder for the Crusaders to flank Panzers and Shermans, it helps the Crusaders get hit less on the way in. To make up for the loss of speed incurred from the Scout tanks card, I next picked Pip Roberts. Though it’s a bit of risk, successful Blitzes followed by a tactical move could get my Crusaders back on the flanks of Panzers and Shermans. That left just two points. I could have just taken another UC unit, but instead thought I’d experiment et with “Cavalry Commander,” because it seemed cool and fluffy, and “Lucky” which I never used once for the whole event!

Command Cards
Scout Tanks (1)
Pip Roberts (4)
Cavalry Commander (1)
Lucky (1)

Game 1

My first game was Bridgehead attack Dick H’s US Armored Rifles backed up by M10s.

U.S. Armored Infantry
HQ: 2 Carbine (2)
FU: Short AI (12)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 M3 81mm Mtr Carrier (2)
SU: 4 M10 (32)
SU: 3 M7 (11)
SU: 2 British 6pdr (6) 

I was the attacker and Dick deployed all of his forces save the four M10s on the board in reserves and a pair of British 6pdr guns in ambush. My plan was to swamp his right where one of the objectives was a bit further away from any buildings that infantry could use to occupy and contest an objective from and I could get some early direct fire shots on his M7 priest.

As my Crusaders advanced on Dick’s right my Crusader CSs bombarded the buildings near his right objective. My Hurricanes arrived on turn 1 only to be shot down by .50 cal fire from his Assault Guns. That’s the first time I’ve seen a whole flight taken out in one sweep in V4.

In Dick’s turn one, he sprung his 6pdr ambush on the hill on his right. Those two veteran guns kept my Crusaders pinned down for four, if not five turns. Meanwhile I knocked out the Assault Guns and Priests and managed to chew through a good part of one of his right infantry platoon. Dick’s M10s came out of reserve and proceeded to engage in some long range sniping.

I realized that time was running out and had to assault to clear off the last 6 pdr and destroy his HQ, but Dick still had infantry in the buildings contesting the objective which I could not assault. Fortunately there were a few teams from that platoon in foxholes outside the building which I could assault. Fortunately I was able to drive off the platoon in an assault which included forcing his teams in the building s away from my Crusaders near the objective.
So I won just as the time limit expired, but it was a bloody 6-3 win. Dick had actually managed to break one of my two Crusader formations. He in fact had destroyed well over 50% of my force. I learned that I need to be a bit more patient on bringing in my Hurricanes against US forces and that my “No-HE” tanks were not likely to shoot any infantry off of objectives.

Game 2

In game two I was matched against Richard N’s US Rifle Co defending in No Retreat.
U.S. Infantry Rifle Co

HQ: 2 Carbine (1)
FU: Full Inf + LMG (9)
FU: Full Inf (8)
FU: 3 81mm Mtr (3)
FU: 3 81mm Mtr (3)
SU: Full AI (15)
SU: 4 M10 (32)
SU: 3 British 6pdr (9) 


The board had big town centered in his deployment area where he of course placed his objective. I placed my objective out in the open on Richard’s right but he placed his Armored Rifles all over it and all of his minefields in front of it. He placed his four M10s in reserves and a unit of three British 6pdrs in ambush. I knew taking on two Rifle Platoons in a town was going to be hard, but I was hoping I could pull it off like I did in game one and I wanted no part of that Armored Rifle platoon with 5 bazookas backing up a minefield.
I initially advanced the Crusaders on broad front, but shifted all of my forces to my right as Richards M10s came out of reserve on his right. Richard popped his 6 pdr ambush on his left against my main effort but without causing major losses. So I dropped in a smoke screen and dashed what I could to get all of my tanks shielded by the smoke from his 6pdrs and by the town from his M10s.
I used my “Cavalry Commander” to get flank assault on the 6pdrs clearing them. I was then starting to circle the town from the rear and started knocking off the halftracks from the Armored rifles to reduce the AAA fire my Hurricanes would face when coming in on the M10s. Meanwhile my Crusader II CSs bombarded the town and most of one US Rifle platoon was destroyed. This forced Richard to shift over teams from his second platoon and Armored Rifles. The Hurricanes and some 6pdr Crusaders finished off the M10s and some Crusader II’s overran a US mortar platoon but time had run out. The game ended as a draw 3-3 with us each losing three platoons.

In hind sight I should have just said “damn the minefield” and thrown all my weight against the more exposed, but heavily protected objective. It might have risked a loss more there, but there was a chance for a win maybe. I fear that instead I took a course of action that was “safer” but in hindsight, likely to only ever win in a draw.

Game 3
For the last round of the first day I was matched up against Chris N’s German DAK Pioneers in Breakthrough with me attacking.
German Infantry
HQ: 2 SMG (2)

FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: 3 Captured 6pdr (9)
SU: 4 Marders (16)
SU: 4 Captured 25pdr (14)
SU: 2 Sd 231 (2)
SU: 2 Sd 231 (2)
Cards:
Captured 6pdr
Captured 25pdr
Pure Luck: (1)
Pioneer Company (1)
Erwin Rommel (6)

Chris placed captured 25 pdrs  as a base of defense. He had captured 6 pdrs in ambush had one of his three Pioneer units on the board along with two SdKfz-223 8 Rad units. In reserve he had the rest of his Pioneers and a unit of Marders.

I decided to weight my advance on my left dashing up behind a smoke screen from all the Crusader CSs tanks. Chris popped his ambush on my right flanking some Crusaders, but I took minimal losses and would soon leave these captured 6 pdrs behind me.

After the smoke screen cleared I again found myself having great difficulty taking out veteran dug in guns with my “No HE” tanks. It took several turns to clear them and I lost a few troops to the fire of those captured 25pdrs and the Marders. The Marders actually were taken out quicker than the 25pdrs  once they came in from reserve. My Hurricanes were a big help here.

Again as the clock was winding down I found myself in a situation where  had to assault on the last turn of the game to push my opponent off the objective. It worked despite getting counter attack rerolls from his Formation Commander. So again I barely squeaked out a 6-3 win.

Game 4

In game four I was matched against Chris F’s US Armored Rifles backed up by M3 Lees, P 40 Warhawks, and worst of all…more veteran British 6 pdrs! Our mission was Encounter. 
U.S. Armored Infantry
HQ 2 Carbine (2)

FU: Full AI (15)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 37mm AT (4)
FU: 3 81mm Mortar Carrier (2)
SU: Recon Patrol (3)
SU: 4 Lee L (24)
SU: 3 British 6pdr (9)
SU: Warhawks (6) 


Chis had deployed his 6pdrs his left which meant that I was going to push everything against his right.On Chris’ right he had his big Armored Rifle platoon and 37mm Anti-Tank Guns on a hill.  Both of my Crusader CS HQs ranged in on the hill and rather than face rerolls of saves on following turns, Chris pulled most of these units to the reverse slope of the hill leaving some infantry forward as a screen.

I had massed all but one Crusader platoon against Chris’ right.

He got his reserves exactly where he needed them and rolled in his M3 Lees.  I lost a few Crusaders but was able to use Blitz moves to get my 6pdr Crusaders into some concealing brush. His Lee’s in the open being much easier for my Crusaders to hit than his Lees could hit back made this a losing battle for him. It would have been better if he brought his Lees up on the Hill to get Hull Down, but it was just way too contested there.

After knocking out the Lees and 37mm ATG I found myself again short on time so had to go into the assault to win the game.

Fortunately, I had four Crusader troops that were able to get into assault position. The first three assaults ended in disaster. All three were defeated by just a pair of Bazookas. Chris would kill or bail one Crusader on the way in, and then kill or bail one in melee and the troop would then fall back leaving it bailed tanks to get captured.

Only the fourth troop one it’s assault, but it was too far the objective to push Chris back enough to secure the win.  So we ended up as a 3-3 draw.

Game 5

Going into my last round I had two 6-3 wins and two 3-3 draws (losses). This round was going to be Dust Up and I was matched against Joe M’s US Rifles backed up with 105mm Howitzers, British Grants, and Sherman tanks (which were his reserve).

U.S. Infantry

HQ: 2 Carbine (1)
FU: Infantry S (6)
FU: Infantry S (6)
FU: Infantry S (6)
SU: M3 Stuart OP (1)
SU: 4 105mm Arty (10)
SU: 4 M4 Sherman (32)
SU: 3 M3 Grant (18) 

I finally got to use Spearhead in this round! I sent my UCs far to my right as I could and placed virtually everything there with them. My Hurricanes and Crusader and most of my A Squadron were in reserve. So basically I had all of B Squadron and the A Squadron HQ on the board.

In the first few moves I concentrated my Crusaders on Joe’s British Grants while then HQ Crusaders CS tanks bombarded his 105mm artillery.  I lost my “Cavalry Commander” Crusader platoon,  but finally managed to knock out the Grants and whittle down the 105mm artillery to just two guns. 
I had also managed to kill off all of Joe’s Bazookas after the Bazookas from his rear platoons moved forward to support his front but where caught out in the open.

I was able to get an initial assault against the front objective, but the single troop I was able to send it was repulsed fortunately with no loss.

In the next turn, with Joe’s Shermans, came rolling out of reserve. I saw that I could concentrate a Crusader troop and a Crusader HQ to assault.  Joe managed to throw back one assault, but the second succeeded as I pushed Joe’s lead Rifle platoon off of the front objective.

Unfortunately Joe’s Rifle platoon leader was just out of range to allow a counter attack reroll from his Formation Commander. They were close enough when he deployed, but losses and counter attacks caused Rifle platoon leaders position to change. This game was a 7-2 win for me and was my quickest game.
If Joe had dashed his Shermans on instead of moving tactically and shooting when they arrived, then I think he could have got his Shermans in close enough to provide defensive fire that would have prevented my game winning assault.
Recap

So I ended up the tournament with 25 points and secured 4th overall. I tried my best to get in the top three but running a force with virtually all “No HE” tanks and then facing off against three infantry and two Mech infantry companies was going to be rough.  

My Crusader tanks did fine against any other tanks they faced but struggled against veteran anti-tank guns. The Crusader CS got to use smoke screens in at least three games, which was great, and they did well when they bombarded trained US units, but struggled to get a pair of 4+’s when bombarding veterans.  My Hurricanes died instantly in game one and never made an appearance in game four or five, but they were crucial in knocking out M10s in game two and Marders in game three.

The Command Cards were a big help. The “Scout Tanks” cards was crucial as I ended up in a lot of frontal gun duels. No doubt it was very useful, but I felt it automatically compelled use of the “Pip Roberts” card to help give back , through a blitz, some of speed that the “Scout Tank” cards caused.  “Cavalry Commander” was a neat card and I actually got to use it a couple times, most notably to flank a British 6pdr unit in game two. The “Lucky Card” was never used once as I always seemed to forget it. It might have made a difference in my game four if I could have remembered it on one of my key failed counter attack rolls. I’d have loved to have got the “John Currie” card in if I had the points, but I found with good placement of my two formation commanders that they allowed for enough remounts and re-rolled last stand checks to keep my 5+ morale units going. When a troop was down to a single tank, I was not worried about it sticking around that much.

I had a great time running this force, but found the “Crusader Swarm” far from an auto-win. I only ended up with three wins and two of those were very close wins. Another player also ran two British light tank formations, but he had much less tanks but had  more support. His force was more balanced than mine and he was able to take 2nd place. That player, by the way, was one of the top 10 ranked players in the US! He had:

British Armor / Armor

HQ: 1 Crusader II , 2 Crusader CS (5)
FU: 1 Crusader II, 2 Crusader III (7)
FU: 1 Crusader II, 2 Crusader III (7)
HQ: 4 M3 Honeys (7)
FU: 3 M3 Honeys (5)
FU: 3 M3 Honeys (5)
SU: 4 25 PDR (14)
SU: Hurricane (9)
SU: U.S. Armored Infantry(15)
Cards:
LRDG Raid (2)
Artillery Expert (1)
Scout Tanks (1)
Roll Over Them (1) 

Final Observations

I think the best thing about the “Crusader Swarm” was that due to the attacker/defender selection system used at Advance the Colors, I was the attacker in every defensive and mobile mission. I liked that and also found that in the two fair fight missions, my opponents were basically constrained to a defensive posture.  So the initiative was always in my hands and I pretty much got to dictate where the main fights would occur, even if they did not always work out in my favor. I liked that a lot about this list.

The list does have its problems though. No serious bombardment capability and No HE on virtually all tanks meant that just a few veteran AT Guns could really cause me problems. Then there was the issue about not being able to assault into buildings at all. This really hurt me in game one and game two. Finally the list does bleed points with its 5+ last stand checks. I lost at least three units in every game except the last. In a couple of games I lost as many as five or six units, and in at least one game a whole formation.

In my assessment, the “Crusader Swarm” can be a lot of fun to run if you like to maintain the initiative, but by it’s very nature it is unbalanced and will have a hard time pressing the attack to take objectives. I’m pretty sure I’ll not run two full Crusader squadrons again at less than 80 points, but I’d like to try it again 100 points to see what it can do with some better support options added.

Tom has been playing wargames since the late 70’s, and Flames of War since 2007. He maintains a gaming website www.battlevault.com for the BattleVault Gamers of Kentuckiana and posts and moderates WWPD as Iron-Tom.

Cruising with the Crusader Swarm – An Advance the Colors (MW 80 points) AAR

Posted on October 24th, 2017 under , , , , , . Posted by



By Tom Burgess


There has been a lot of speculation and conjecture about Crusader and Honey Swarms being overpowered in Version 4 of Flames of War. However, my previous experiences at tournaments which had players playing Crusader and/or Honey “swarms” were not showing that these list we at all overpowered. In four MW tournaments, including the 2017 US MW Nationals, I had not seen one of these forces even place in the top three. At the US MW Nationals none even made it into the top half of rankings. However, it seems that these formations still have been a bit of a bugbear to many players despite articles and AARs posted by myself and Chris Fretts showing that they are not that dominating. So the only thing left for me to do was try a “swarm” myself and see how much damage I could do with it.

I’ve been enjoying playing MW Desert FoW battles since the release of Version 4. I have both DAK and 8th Army forces now, but had not yet tried the dreaded “Crusader Swarm.” I already had enough Crusaders models on hand to kit out two full squadrons, but only one was painted. Seeing how questions about the “Crusader Swarm” still lingered and with Advance the Colors, an 80 point MW Tournament, approaching this gave me great motivation to build and paint up my second Crusader squadron.

Why Crusaders over Honeys? For me it was most simply because I had picked up some of the V4 MW British starter boxes to support my LGSs and that’s what they came with. However, I do think I like the Crusader more so than the Honey anyway with its option to upgrade some to a Crusader III with 6pdr guns and Crusader II CS with a bombardment capability. The only trouble being how to tell the Crusader IIs, II CSs, and IIIs apart! I also really like the look of the Crusader as a sleek low riding gun platform that I could easily visualize kicking up some serious dust storms while running around the flanks of Panzers.

Building the Force.
The easy part was that two full Crusader squadron of 16 tanks each would be the basis of the force. That would give me full two HQ troops and eight line troops. I already had the first squadron modeled with two 6pdr and one 2pdr gun in each troop. I wanted the experiment with some new mixes in second squadron. For the 2nd Squadron, I modeled two troops will all 2pdrs and two troops with two 6pdrs and one 2pdr.

Formation 1 “A Squadron, 3rd Queen’s Dragoon Guards (Bays)”
HQ: 2 Crusader II, 2 Crusader CS (7)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)
2 Crusader II, 1 Crusader III (6)

Formation 2 “B Squadron, 3rd Queen’s Dragoon Guards (Bays)”
HQ: 2 Crusader II, 2 Crusader CS (7)
3 Crusader II (5)
3 Crusader II (5)
1 Crusader II, 2 Crusader III (7)
1 Crusader II, 2 Crusader III (7)

For support I thought that I needed at least some option to use “Spearhead” moves so I added the minimum necessary to have that capacity. This came in the form of three Universal Carriers with no upgrades. The last unit for this force was a Hurricane flight. I have found these crucial in my past games for dealing with Marders and Schelppers in German forces. Being that Advance the Colors would have Blue on Blue matches possible as well, I thought Hurricanes might help against M10s in US forces that I was likely to face.

Support
3 UC (2)
Hurricane (9)

That left me seven points for Command Cards. I normally don’t take Command Cards as I don’t find them really that necessary to do well, however for this test run of a Crusader Swarm I felt that I’d needed to take some. If I did not do well, I did not want people to say it was because I had not kitted out the Crusaders with any Command Cards.

So I first choose “Scout Tanks.” Even though these make it harder for the Crusaders to flank Panzers and Shermans, it helps the Crusaders get hit less on the way in. To make up for the loss of speed incurred from the Scout tanks card, I next picked Pip Roberts. Though it’s a bit of risk, successful Blitzes followed by a tactical move could get my Crusaders back on the flanks of Panzers and Shermans. That left just two points. I could have just taken another UC unit, but instead thought I’d experiment et with “Cavalry Commander,” because it seemed cool and fluffy, and “Lucky” which I never used once for the whole event!

Command Cards
Scout Tanks (1)
Pip Roberts (4)
Cavalry Commander (1)
Lucky (1)

Game 1

My first game was Bridgehead attack Dick H’s US Armored Rifles backed up by M10s.

U.S. Armored Infantry
HQ: 2 Carbine (2)
FU: Short AI (12)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 M3 81mm Mtr Carrier (2)
SU: 4 M10 (32)
SU: 3 M7 (11)
SU: 2 British 6pdr (6) 

I was the attacker and Dick deployed all of his forces save the four M10s on the board in reserves and a pair of British 6pdr guns in ambush. My plan was to swamp his right where one of the objectives was a bit further away from any buildings that infantry could use to occupy and contest an objective from and I could get some early direct fire shots on his M7 priest.

As my Crusaders advanced on Dick’s right my Crusader CSs bombarded the buildings near his right objective. My Hurricanes arrived on turn 1 only to be shot down by .50 cal fire from his Assault Guns. That’s the first time I’ve seen a whole flight taken out in one sweep in V4.

In Dick’s turn one, he sprung his 6pdr ambush on the hill on his right. Those two veteran guns kept my Crusaders pinned down for four, if not five turns. Meanwhile I knocked out the Assault Guns and Priests and managed to chew through a good part of one of his right infantry platoon. Dick’s M10s came out of reserve and proceeded to engage in some long range sniping.

I realized that time was running out and had to assault to clear off the last 6 pdr and destroy his HQ, but Dick still had infantry in the buildings contesting the objective which I could not assault. Fortunately there were a few teams from that platoon in foxholes outside the building which I could assault. Fortunately I was able to drive off the platoon in an assault which included forcing his teams in the building s away from my Crusaders near the objective.
So I won just as the time limit expired, but it was a bloody 6-3 win. Dick had actually managed to break one of my two Crusader formations. He in fact had destroyed well over 50% of my force. I learned that I need to be a bit more patient on bringing in my Hurricanes against US forces and that my “No-HE” tanks were not likely to shoot any infantry off of objectives.

Game 2

In game two I was matched against Richard N’s US Rifle Co defending in No Retreat.
U.S. Infantry Rifle Co

HQ: 2 Carbine (1)
FU: Full Inf + LMG (9)
FU: Full Inf (8)
FU: 3 81mm Mtr (3)
FU: 3 81mm Mtr (3)
SU: Full AI (15)
SU: 4 M10 (32)
SU: 3 British 6pdr (9) 


The board had big town centered in his deployment area where he of course placed his objective. I placed my objective out in the open on Richard’s right but he placed his Armored Rifles all over it and all of his minefields in front of it. He placed his four M10s in reserves and a unit of three British 6pdrs in ambush. I knew taking on two Rifle Platoons in a town was going to be hard, but I was hoping I could pull it off like I did in game one and I wanted no part of that Armored Rifle platoon with 5 bazookas backing up a minefield.
I initially advanced the Crusaders on broad front, but shifted all of my forces to my right as Richards M10s came out of reserve on his right. Richard popped his 6 pdr ambush on his left against my main effort but without causing major losses. So I dropped in a smoke screen and dashed what I could to get all of my tanks shielded by the smoke from his 6pdrs and by the town from his M10s.
I used my “Cavalry Commander” to get flank assault on the 6pdrs clearing them. I was then starting to circle the town from the rear and started knocking off the halftracks from the Armored rifles to reduce the AAA fire my Hurricanes would face when coming in on the M10s. Meanwhile my Crusader II CSs bombarded the town and most of one US Rifle platoon was destroyed. This forced Richard to shift over teams from his second platoon and Armored Rifles. The Hurricanes and some 6pdr Crusaders finished off the M10s and some Crusader II’s overran a US mortar platoon but time had run out. The game ended as a draw 3-3 with us each losing three platoons.

In hind sight I should have just said “damn the minefield” and thrown all my weight against the more exposed, but heavily protected objective. It might have risked a loss more there, but there was a chance for a win maybe. I fear that instead I took a course of action that was “safer” but in hindsight, likely to only ever win in a draw.

Game 3
For the last round of the first day I was matched up against Chris N’s German DAK Pioneers in Breakthrough with me attacking.
German Infantry
HQ: 2 SMG (2)

FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: Full Rifle + Mortar (9)
FU: 3 Captured 6pdr (9)
SU: 4 Marders (16)
SU: 4 Captured 25pdr (14)
SU: 2 Sd 231 (2)
SU: 2 Sd 231 (2)
Cards:
Captured 6pdr
Captured 25pdr
Pure Luck: (1)
Pioneer Company (1)
Erwin Rommel (6)

Chris placed captured 25 pdrs  as a base of defense. He had captured 6 pdrs in ambush had one of his three Pioneer units on the board along with two SdKfz-223 8 Rad units. In reserve he had the rest of his Pioneers and a unit of Marders.

I decided to weight my advance on my left dashing up behind a smoke screen from all the Crusader CSs tanks. Chris popped his ambush on my right flanking some Crusaders, but I took minimal losses and would soon leave these captured 6 pdrs behind me.

After the smoke screen cleared I again found myself having great difficulty taking out veteran dug in guns with my “No HE” tanks. It took several turns to clear them and I lost a few troops to the fire of those captured 25pdrs and the Marders. The Marders actually were taken out quicker than the 25pdrs  once they came in from reserve. My Hurricanes were a big help here.

Again as the clock was winding down I found myself in a situation where  had to assault on the last turn of the game to push my opponent off the objective. It worked despite getting counter attack rerolls from his Formation Commander. So again I barely squeaked out a 6-3 win.

Game 4

In game four I was matched against Chris F’s US Armored Rifles backed up by M3 Lees, P 40 Warhawks, and worst of all…more veteran British 6 pdrs! Our mission was Encounter. 
U.S. Armored Infantry
HQ 2 Carbine (2)

FU: Full AI (15)
FU: Short AI (12)
FU: 3 T30 HMC (3)
FU: 3 37mm AT (4)
FU: 3 81mm Mortar Carrier (2)
SU: Recon Patrol (3)
SU: 4 Lee L (24)
SU: 3 British 6pdr (9)
SU: Warhawks (6) 


Chis had deployed his 6pdrs his left which meant that I was going to push everything against his right.On Chris’ right he had his big Armored Rifle platoon and 37mm Anti-Tank Guns on a hill.  Both of my Crusader CS HQs ranged in on the hill and rather than face rerolls of saves on following turns, Chris pulled most of these units to the reverse slope of the hill leaving some infantry forward as a screen.

I had massed all but one Crusader platoon against Chris’ right.

He got his reserves exactly where he needed them and rolled in his M3 Lees.  I lost a few Crusaders but was able to use Blitz moves to get my 6pdr Crusaders into some concealing brush. His Lee’s in the open being much easier for my Crusaders to hit than his Lees could hit back made this a losing battle for him. It would have been better if he brought his Lees up on the Hill to get Hull Down, but it was just way too contested there.

After knocking out the Lees and 37mm ATG I found myself again short on time so had to go into the assault to win the game.

Fortunately, I had four Crusader troops that were able to get into assault position. The first three assaults ended in disaster. All three were defeated by just a pair of Bazookas. Chris would kill or bail one Crusader on the way in, and then kill or bail one in melee and the troop would then fall back leaving it bailed tanks to get captured.

Only the fourth troop one it’s assault, but it was too far the objective to push Chris back enough to secure the win.  So we ended up as a 3-3 draw.

Game 5

Going into my last round I had two 6-3 wins and two 3-3 draws (losses). This round was going to be Dust Up and I was matched against Joe M’s US Rifles backed up with 105mm Howitzers, British Grants, and Sherman tanks (which were his reserve).

U.S. Infantry

HQ: 2 Carbine (1)
FU: Infantry S (6)
FU: Infantry S (6)
FU: Infantry S (6)
SU: M3 Stuart OP (1)
SU: 4 105mm Arty (10)
SU: 4 M4 Sherman (32)
SU: 3 M3 Grant (18) 

I finally got to use Spearhead in this round! I sent my UCs far to my right as I could and placed virtually everything there with them. My Hurricanes and Crusader and most of my A Squadron were in reserve. So basically I had all of B Squadron and the A Squadron HQ on the board.

In the first few moves I concentrated my Crusaders on Joe’s British Grants while then HQ Crusaders CS tanks bombarded his 105mm artillery.  I lost my “Cavalry Commander” Crusader platoon,  but finally managed to knock out the Grants and whittle down the 105mm artillery to just two guns. 
I had also managed to kill off all of Joe’s Bazookas after the Bazookas from his rear platoons moved forward to support his front but where caught out in the open.

I was able to get an initial assault against the front objective, but the single troop I was able to send it was repulsed fortunately with no loss.

In the next turn, with Joe’s Shermans, came rolling out of reserve. I saw that I could concentrate a Crusader troop and a Crusader HQ to assault.  Joe managed to throw back one assault, but the second succeeded as I pushed Joe’s lead Rifle platoon off of the front objective.

Unfortunately Joe’s Rifle platoon leader was just out of range to allow a counter attack reroll from his Formation Commander. They were close enough when he deployed, but losses and counter attacks caused Rifle platoon leaders position to change. This game was a 7-2 win for me and was my quickest game.
If Joe had dashed his Shermans on instead of moving tactically and shooting when they arrived, then I think he could have got his Shermans in close enough to provide defensive fire that would have prevented my game winning assault.
Recap

So I ended up the tournament with 25 points and secured 4th overall. I tried my best to get in the top three but running a force with virtually all “No HE” tanks and then facing off against three infantry and two Mech infantry companies was going to be rough.  

My Crusader tanks did fine against any other tanks they faced but struggled against veteran anti-tank guns. The Crusader CS got to use smoke screens in at least three games, which was great, and they did well when they bombarded trained US units, but struggled to get a pair of 4+’s when bombarding veterans.  My Hurricanes died instantly in game one and never made an appearance in game four or five, but they were crucial in knocking out M10s in game two and Marders in game three.

The Command Cards were a big help. The “Scout Tanks” cards was crucial as I ended up in a lot of frontal gun duels. No doubt it was very useful, but I felt it automatically compelled use of the “Pip Roberts” card to help give back , through a blitz, some of speed that the “Scout Tank” cards caused.  “Cavalry Commander” was a neat card and I actually got to use it a couple times, most notably to flank a British 6pdr unit in game two. The “Lucky Card” was never used once as I always seemed to forget it. It might have made a difference in my game four if I could have remembered it on one of my key failed counter attack rolls. I’d have loved to have got the “John Currie” card in if I had the points, but I found with good placement of my two formation commanders that they allowed for enough remounts and re-rolled last stand checks to keep my 5+ morale units going. When a troop was down to a single tank, I was not worried about it sticking around that much.

I had a great time running this force, but found the “Crusader Swarm” far from an auto-win. I only ended up with three wins and two of those were very close wins. Another player also ran two British light tank formations, but he had much less tanks but had  more support. His force was more balanced than mine and he was able to take 2nd place. That player, by the way, was one of the top 10 ranked players in the US! He had:

British Armor / Armor

HQ: 1 Crusader II , 2 Crusader CS (5)
FU: 1 Crusader II, 2 Crusader III (7)
FU: 1 Crusader II, 2 Crusader III (7)
HQ: 4 M3 Honeys (7)
FU: 3 M3 Honeys (5)
FU: 3 M3 Honeys (5)
SU: 4 25 PDR (14)
SU: Hurricane (9)
SU: U.S. Armored Infantry(15)
Cards:
LRDG Raid (2)
Artillery Expert (1)
Scout Tanks (1)
Roll Over Them (1) 

Final Observations

I think the best thing about the “Crusader Swarm” was that due to the attacker/defender selection system used at Advance the Colors, I was the attacker in every defensive and mobile mission. I liked that and also found that in the two fair fight missions, my opponents were basically constrained to a defensive posture.  So the initiative was always in my hands and I pretty much got to dictate where the main fights would occur, even if they did not always work out in my favor. I liked that a lot about this list.

The list does have its problems though. No serious bombardment capability and No HE on virtually all tanks meant that just a few veteran AT Guns could really cause me problems. Then there was the issue about not being able to assault into buildings at all. This really hurt me in game one and game two. Finally the list does bleed points with its 5+ last stand checks. I lost at least three units in every game except the last. In a couple of games I lost as many as five or six units, and in at least one game a whole formation.

In my assessment, the “Crusader Swarm” can be a lot of fun to run if you like to maintain the initiative, but by it’s very nature it is unbalanced and will have a hard time pressing the attack to take objectives. I’m pretty sure I’ll not run two full Crusader squadrons again at less than 80 points, but I’d like to try it again 100 points to see what it can do with some better support options added.

Tom has been playing wargames since the late 70’s, and Flames of War since 2007. He maintains a gaming website www.battlevault.com for the BattleVault Gamers of Kentuckiana and posts and moderates WWPD as Iron-Tom.

Micro Art Studios Foam Hills

Posted on October 23rd, 2017 under , , , , , , , , , . Posted by

The polish manufacturer Micro Art Studio offers a broad range of terrain, made from resin, mdf and foam. They even carry licensed products for systems like Wolsung or Infinity. In this review I’d like to cover generic wargaming items in form of hills, made from foam. The pictures above are from the MAS online shop […]

Raphia-Selucid Phalangites

Posted on October 21st, 2017 under , , . Posted by

Another taxis of pike for the Selcuid side, 1 of 9 taxis for that faction.  So at 32 figures each a nice total of 288 men….it is a good sized project!Xyston figures with steel pikes, so a veritable pin cushion so be careful where you place your …

Raphia-Selucid Phalangites

Posted on October 21st, 2017 under , , . Posted by

Another taxis of pike for the Selcuid side, 1 of 9 taxis for that faction.  So at 32 figures each a nice total of 288 men….it is a good sized project!Xyston figures with steel pikes, so a veritable pin cushion so be careful where you place your …

Raphia, Selcuid Thureophoroi

Posted on October 21st, 2017 under , , , . Posted by

The latest additions painted and ready to be based.These are two of the three units of Thureophorai who where led by Byttacus of Macedon during the battle.As always the figures are Xyston, while they are lovely figures and great to paint they are on th…

Raphia, Selcuid Thureophoroi

Posted on October 21st, 2017 under , , , . Posted by

The latest additions painted and ready to be based.These are two of the three units of Thureophorai who where led by Byttacus of Macedon during the battle.As always the figures are Xyston, while they are lovely figures and great to paint they are on th…

TooFatLardies Games Day in Vienna

Posted on October 20th, 2017 under , , , , , , , , , . Posted by

It’s no secret that TooFatLardies are my favourite rules publisher. Fortunately, there are a couple of like-minded individuals around. Last Friday, a bunch of us got together to play and present TFL games. The idea was to showcase the rules and…

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Making an Urban Display Board in 15mm

Posted on October 19th, 2017 under , , , , , , . Posted by

One of my first articles for WWPD was on building my British Airborne Company.  Having bought more infantry than anyone would ever need, and having it sit in my closet for 2 years, I decided to try and start working on it.  Years have past, and much has been done, but one major project eluded me:  a display board for this army.  Below is the finished product, but I will be trying to walk you through how I got it to look like this.  I don’t profess to be as good as many terrain makers as I have seen, but hopefully I can give you a little inspiration and a few easy steps you can build off of.  

I started, as one always should, with a rough plan.  I already have a carrying tray that fits these pieces of pink foam (with some modifications before construction.) I made the frame out of scrap wood that I sanded, cut and fit together, follower by sanding and staining. I won’t be showing that part however, just the assembly of the main display piece.

The original idea was to use a few ruined buildings I had partially painted, or at least primed, as centerpieces or accent pieces for a destroyed intersection.  But these are valuable pieces, and I found they were too tall for my purposes.  Their ability to hide guys inside of them work great in game terms, but not so much in display terms.  And they take up enormous space on the display itself, making it more unwieldy than I intend.  I resolved instead to use balsa wood and craft sticks to glue together my own wrecked buildings. (you see the scraps of wood in the foreground.

Some of my weapons of choice:

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Making an Urban Display Board in 15mm

Posted on October 19th, 2017 under , , , , , , . Posted by

One of my first articles for WWPD was on building my British Airborne Company.  Having bought more infantry than anyone would ever need, and having it sit in my closet for 2 years, I decided to try and start working on it.  Years have past, and much has been done, but one major project eluded me:  a display board for this army.  Below is the finished product, but I will be trying to walk you through how I got it to look like this.  I don’t profess to be as good as many terrain makers as I have seen, but hopefully I can give you a little inspiration and a few easy steps you can build off of.  

I started, as one always should, with a rough plan.  I already have a carrying tray that fits these pieces of pink foam (with some modifications before construction.) I made the frame out of scrap wood that I sanded, cut and fit together, follower by sanding and staining. I won’t be showing that part however, just the assembly of the main display piece.

The original idea was to use a few ruined buildings I had partially painted, or at least primed, as centerpieces or accent pieces for a destroyed intersection.  But these are valuable pieces, and I found they were too tall for my purposes.  Their ability to hide guys inside of them work great in game terms, but not so much in display terms.  And they take up enormous space on the display itself, making it more unwieldy than I intend.  I resolved instead to use balsa wood and craft sticks to glue together my own wrecked buildings. (you see the scraps of wood in the foreground.

Some of my weapons of choice:

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Building a Southern Mansion

Posted on October 13th, 2017 under , , , , . Posted by

One of the most characteristic buildings of the Civil War South is the plantation house or mansion. Often built in a sumptuous neoclassicist style, it served as the home for the planter and his family. Many examples survive and a…

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