A few size comparison pics between GHQ and H&R.
The infantry are harder to tell from the picture but the GHQ figs are roughly a head taller then the H&R. The Shermans are Israeli Ishermans with the 105mm guns (Shermans and 105mm - Gotta love it!)
The scale difference between GHQ and H&R T80s are more pronounced but I did not have them available for a picture.
Friday, January 30, 2015
Sunday, January 25, 2015
More Painted and based miniatures
Finished painting up and basing more 15mm troops yesterday. Various tanks for Western Europe and Japanese for the Pacific.
3 M10 Tank Destroyers
3 SU-85
5 PZIV H/J
5 Cromwell
6 6lber AT guns (4 deployed, 2 ready for towing)
25 squad stands for Fireball Forward (75 troops) good for IABSM and CoC too.
25 single mounted troops
5 LMG stands (10 troops total)
32 Command/Forward Observer/Flag Carriers
15 Single based LMG troops
(also in the back or the 6lber AT Guns with some crew figs added)
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| Tanks and 6lber AT Guns |
3 M10 Tank Destroyers
3 SU-85
5 PZIV H/J
5 Cromwell
6 6lber AT guns (4 deployed, 2 ready for towing)
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| Japanese |
25 single mounted troops
5 LMG stands (10 troops total)
32 Command/Forward Observer/Flag Carriers
15 Single based LMG troops
(also in the back or the 6lber AT Guns with some crew figs added)
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| Close Up |
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| Command Stand close up |
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| Single Mounted LMG close up |
Labels:
15mm,
COC,
Fireball Forward,
IABSM,
Too Fat Lardies,
WW2
Monday, January 19, 2015
Afrika2 Game Wrap up. AKA Rommel Triumphant!
Lawrence (the Triumphant Fox) and I (the rat deserting the sinking ship of the desert) finished our ongoing game of Afrika 2 on Saturday. I'll add the appropriate whining after each photo...
Rommel Consolidates his forces after the earlier battles. As things are he can claim a victory by holding what he has.
O'Connor rolls for reinforcements and gets a 5... No replacements this turn. The Allies hold position at Mursa Matruh to await next turn's reinforcements.
The Axis further consolidate and re-arrange for the expected Allied attack.
A single allied replacement goes to rebuilding the LRDG. Allies hold position again - moving out would allow the Axis to chop them up and return back to their supply.
More waiting for the Allies and dealing with the pesky LRDG supply bump (off to the mountains stage right)
The Allies move O'Connor and exploit capable units with him up so that they can exploit attack the forces in Halfya Pass next turn.
The Axis sit and wait. (these game turns went by quickly - the only thing that took time was dealing with the LRDG and moving supply for the Germans - allied supply was easy since there was a ton of it in Mersa Matruh)
Once again there are no replacements (another roll of 4 or 5) but O'Connor attacks! And is bloodily repulsed! The Exploit attack ended up on the 2-1 chart and I rolled a 2 so the Allies took 2 losses to no Axis losses. A follow up attack in the combat phase ended up in a 1 to 1 loss. O'Connor routs back behind the Mersa Matruh line in the exploit phase. Without massively good replacement rolls or better then average combat at this point I figure the Allies have no chance.
The Axis re-arrange and prepare for the next attack they know will come.
Another batch of reinforcements (but no replacements yet again though I think the LRDG was rebuilt again this turn - so the replacements roll was a 6) but O'Connor is running out of time and attacks again, and is repulsed again (average attack roll being a 5 or 6 with a single 7 for an exchange). The Allies REALLY needed to cause a retreat - the LRDG was positioned to cause step losses from retreating through ZOC at the time of the combats. All the Allies can do now is hope the expected Axis counter attack fizzles.
No such luck. The Axis get nice odds in the attacks (the Allies using up their air power in their turn to try and force some kind of result). The German 3-3-12 moved to where it would force any retreats to be through a ZOC. Then an exploit attack was made on the stack with the 8-4-8 on top. I can't remember if that went well, I think it was an exchange. During regular combat though the stack was attacked and this time destroyed save that 4-2-8 by being forced to retreat through the enemy zoc. The advance after combat allowed the units now in 49-19 to attack the stack in 48.18 and the Axis rolled a 12... Combined with an exchange result on O'Connor's stack sealed the fate of the Desert Rats.
My replacement roll for turn 24 was a 9 (3 steps!) but it would not be enough to take back Bardia for a draw much less get me near Tobruk for a victory so I conceeded the game.
Post game whining / analysis.
1: (the whine). With an average roll of 7 the allies would get 2 replacement points each turn for a total of 48 replacements on average. Granted that is not how averages work but it is a good benchmark. I remember rolling a single 9 and about 5 sixes for a total of 8 replacements BUT I rolled the 4-5 result twice early in the game which is 8 replacements removed and then I rolled the 2-3 result 3 times for 6 more removed. So instead of an average 48 replacement steps during the game I had a total of -6 replacements throughout the game. Churchill had a lot of fires to put out elsewhere I suppose.
2: Supply is a pain the butt for the Germans but all it really does is force them to not go past Bardia - since supply is used just by existing there is no way to stockpile it by curtailing operations either.
3: Compared to the original things in the macro sense play much better, the Germans can no longer race from Bardia to an un-guarded Alexandria and win the game as long as the Allies stopped up the highway. On the micro sense something seems lost. As the Allies there was nothing I could do (save running away) to keep the Germans from getting in the rear and cutting off route paths - even having units in the hexes to be retreated through does not stop losses due to ZOCs. While the Germans can't go too far past a port or be out of supply. Between this and the Axis winning by holding Bardia the game ends up a battle between Bardia and Mersa Matruh - which is not very historical, there should be some imperative for the Axis to take Alexandria (not to win, but perhaps needing to get close once a year or lose). That would be a different game though.
4: Exploit capable units. The Axis get a lot of them and they are faster then the Allied ones. The ability to attack three times a turn versus once for many Allied units is a major force multiplier. Couple that with the high movement factors allowing route paths to be cut and it is a triple threat. If the exploit and combat phases go badly the high speed unit zips back to where it started and is still in supply (never having entered a ZOC). If they go well it can most likely be in supply right where it is. The Allies can not stop this be forming a line - each hex of it could be exploit attack individually and there would be no column shifts for spread out units.
5: The Italians, they get no respect - they are slower than even the Allied units and eat up lots of supply. They are very handy in defense though.
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| End of Turn 19 Axis |
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| End of Turn 19 Allies |
O'Connor rolls for reinforcements and gets a 5... No replacements this turn. The Allies hold position at Mursa Matruh to await next turn's reinforcements.
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| End of Turn 20 Axis |
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| End of Turn 20 Allies |
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| End of Turn 21 Axis |
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| End of Turn 21 Allies |
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| End of Turn 22 Axis |
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| End of Turn 22 Allies |
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| End of Turn 23 Axis |
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| End of Turn 23 Allies |
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| End of Turn 24 Axis (and End of Game) |
My replacement roll for turn 24 was a 9 (3 steps!) but it would not be enough to take back Bardia for a draw much less get me near Tobruk for a victory so I conceeded the game.
Post game whining / analysis.
1: (the whine). With an average roll of 7 the allies would get 2 replacement points each turn for a total of 48 replacements on average. Granted that is not how averages work but it is a good benchmark. I remember rolling a single 9 and about 5 sixes for a total of 8 replacements BUT I rolled the 4-5 result twice early in the game which is 8 replacements removed and then I rolled the 2-3 result 3 times for 6 more removed. So instead of an average 48 replacement steps during the game I had a total of -6 replacements throughout the game. Churchill had a lot of fires to put out elsewhere I suppose.
2: Supply is a pain the butt for the Germans but all it really does is force them to not go past Bardia - since supply is used just by existing there is no way to stockpile it by curtailing operations either.
3: Compared to the original things in the macro sense play much better, the Germans can no longer race from Bardia to an un-guarded Alexandria and win the game as long as the Allies stopped up the highway. On the micro sense something seems lost. As the Allies there was nothing I could do (save running away) to keep the Germans from getting in the rear and cutting off route paths - even having units in the hexes to be retreated through does not stop losses due to ZOCs. While the Germans can't go too far past a port or be out of supply. Between this and the Axis winning by holding Bardia the game ends up a battle between Bardia and Mersa Matruh - which is not very historical, there should be some imperative for the Axis to take Alexandria (not to win, but perhaps needing to get close once a year or lose). That would be a different game though.
4: Exploit capable units. The Axis get a lot of them and they are faster then the Allied ones. The ability to attack three times a turn versus once for many Allied units is a major force multiplier. Couple that with the high movement factors allowing route paths to be cut and it is a triple threat. If the exploit and combat phases go badly the high speed unit zips back to where it started and is still in supply (never having entered a ZOC). If they go well it can most likely be in supply right where it is. The Allies can not stop this be forming a line - each hex of it could be exploit attack individually and there would be no column shifts for spread out units.
5: The Italians, they get no respect - they are slower than even the Allied units and eat up lots of supply. They are very handy in defense though.
Sunday, January 11, 2015
Cold War UK 6mm figs
As threatened I finished up my 6mm Cold War UK figs today. All the troops I should ever need for fielding the UK. I now have to focus on adding more vehicles since I only have a handful of tanks and APCs for them.
The counts are
87 Riflemen (3 per stand)
13 LMG
8 Anti-Tank (Milan)
23 Command (one stand missing a radio guy who fell on the floor never to be seen again)
13 MTR
8 Stinger
7 FO
36 Individual Riflemen
The counts are
87 Riflemen (3 per stand)
13 LMG
8 Anti-Tank (Milan)
23 Command (one stand missing a radio guy who fell on the floor never to be seen again)
13 MTR
8 Stinger
7 FO
36 Individual Riflemen
Saturday, January 10, 2015
6mm Miniatures for Cold War gaming
Finished painting and basing the following for various Cold War games including IABNM (I Ain't Been Nuked Mum!) and FFT3 (Fistful of Tows 3).
First up is the US army circa late eighties and early nineties. These are in addition to forces I have already painted and based for each. Want to have plenty on hand for large battles.
22 HMG
9 MTR
14 LMG
15 Individual
8 Stinger
48 Riflemen
6 FO
12 Command
8 Standing FO
8 Dragon
total of 150 figs.
Next is Soviet Union forces
39 Rifle
6 Command
3 LMG
14 Individual (one needed to be reglued to the base..)
8 RPG
total of 70 figs.
Next up is the UK forces I painted and based today but the glue has not dried.
First up is the US army circa late eighties and early nineties. These are in addition to forces I have already painted and based for each. Want to have plenty on hand for large battles.
22 HMG
9 MTR
14 LMG
15 Individual
8 Stinger
48 Riflemen
6 FO
12 Command
8 Standing FO
8 Dragon
total of 150 figs.
Next is Soviet Union forces
39 Rifle
6 Command
3 LMG
14 Individual (one needed to be reglued to the base..)
8 RPG
total of 70 figs.
Next up is the UK forces I painted and based today but the glue has not dried.
ASL scenario AP38 Infilitrators
Played AP 38 on New Years day with Tycho. A different sort of scenario that is 95% armor and the objective is to kill trucks in a resupply convoy. I played as the UK and Tycho was the Germans. One interesting bit for the scenario is the SAN for each side was 0 - armor ran around the board unbuttoned most of the time, granted most of the armor was open topped to begin with.
The allies setup on board with a couple second line squads, a piat, a leader, and a 40mm AA gun. All within 3 of the middle of the building. I put the gun where it could cover all around the building.
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| Setup |
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| End of Axis Turn 1
The Germans come on and take up positions. This cuts off two of the 3 entrances the UK trucks could use (they have to enter from the North, top, edge of the board.
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