Friday, January 30, 2015

GHQ vs H&R size comparison pics.

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.







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.

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)

Japanese
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)

Close Up

Command Stand close up

Single Mounted LMG close up


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...

End of Turn 19 Axis
Rommel Consolidates his forces after the earlier battles.  As things are he can claim a victory by holding what he has.

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.

End of Turn 20 Axis
 The Axis further consolidate and re-arrange for the expected Allied attack.

End of Turn 20 Allies
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.

End of Turn 21 Axis
More waiting for the Allies and dealing with the pesky LRDG supply bump (off to the mountains stage right)

End of Turn 21 Allies
 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.
End of Turn 22 Axis
 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)
End of Turn 22 Allies
 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.
End of Turn 23 Axis
 The Axis re-arrange and prepare for the next attack they know will come.

End of Turn 23 Allies
  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.
End of Turn 24 Axis (and End of Game)
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.

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







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.  

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.


Setup
 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.
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.

End of Allied Turn 1
I entered my first force from the top edge and took up blocking positions that the convoy would come in behind.  The Germans would have to go past the gun (and PIAT) or through the UK armor to get at them.
End of Axis Turn 2
The Germans enter on the road at the top right side of the board (eastern edge is where they have to enter from).  One goes down the road (looking for my AA gun I'm sure) and I fire on it rolling snakes!  Great way to start the game.  TK was an 11 so not enough to start a blaze (not a dud though!).  I was expecting a bit more action in the north but he added to the existing armor and stood tight.


End of Allied turn 2
I forgot to ask Tycho if I surprised him by bringing on the convoy this turn rather then waiting till all my armor was on the board first (allies can choose a group to enter each turn).  I wanted to give the convoy as much time as possible to get off the board without making them a helpless target.  The guy with the PIAT ran out the building and takes up position behind bocage (oh yeah, hedges are bocage...).  I send an AC (all my armor was open topped and /or AC, quick but vulnerable) to cover the southernmost road and put an ACQ up north as well.
End of Axis turn 3
The Germans start putting on pressure.  In 54R8 an AC took position to fire at my AC in H6, the PIAT missed by the AC hit and killed it.  On board 6 a buttoned up HT entered L1 in bypass and stayed in motion.  On board 55 in F4 he attacked my armor with his third turn reinforcement, a 20L armed AC.  He used IFT equivalent and caused an MC which the UK AC passed.  The AC fired back and missed.
End of Allied turn 3
The UK troops cause a lot of damage this turn.  First the AC down in the south kills the 20L german AC.  I bring in the last UK reinforcement group in 55Y10 so it will come in behind the Germans.  the two AAMG armed "tanks" fire at and OT German vehicle and pin it.  On the middle board a squad and the leader move out to L1 and take on the HT in close combat killing it.  2nd line UK makes the PAATC with no problem!  (more on that in a little bit)
End of Axis turn 4
The Axis run right around my AC in 55M6, it fired at the first vehicle going through Q8 and Missed and then IFd and missed (but did not Malf the gun).  In 54N6 an SS squad fails a PAATC (and thus is outdone by a lowely 2nd line UK squad...)  The AC in question also managed to kill the HS trying to run past it on the othe side of the bocage.  The convoy now has LOS to the HT north of it, I think we missed that though since I kept moving in convoy the next turn.  I thought I was doomed at this point...
End of Allied turn 4
The 55M6 AC takes out the German 20L armed HT that went round it earlier.  The 54M6 vehicle malfed MA firing at the squad next to it.  An AC sped out in front of the convoy to destroy the AC in 6E10 and then moved further down the road to cover the south.  An AAMG went north to shoot up the stack in 54Q8 and broke them both.
End of Axis turn 5
Highlights of the turn are the HT moving to 6E6 and surviving all the shots at it (the AC next to it malfed when firing upon it and all the other shots had no effect).  The rest of the German in the south went right around 55M6.  The AC in 54M6 finally falling to a CC and the German infantry in the south setting up to cover both of the roads off board.  At this point I REALLY thought it was over for the UK.
End of Allied turn 5
Per our last game the AC in the south tries to repair the MA and succeeds!  Back in action!  (last game there must have been 5 MA malfs that were repaired on the first attempt and no recalls).  The AC in 55M6 remembers how to aim the gun and kills the 20L armed vehicle behind it.  The AC in 6B6 raced down from the north to fire at the HT in B7/C7 rolling a 3!  Which the AC laughs off.  The AC in C6 turns his (just repaired) turren and fires, killing the HT during allied movement - going to 55H2 and Intesive Fring and Malfs the MA...  

End of Axis turn 6
The Germans kill the AC with the Malfed MA but the crew survives to cause trouble in the allied half of the turn.  The AC in 55M6 keeps up the good work and kills the HT that entered 55H3.  
End of Allied turn 6 and game
This turn I decide to try and finish the game by swamping the Germans defenses and moving the trucks through.  I need to get 3 off the board in order to win.  I do not Prep Fire instead using fire during movement.  I send one of the AAMG tanks next to 55R7 and it is fired upon causing a stun (used up a shot is what counts).  55M6 moves to 55L6 and is fired upon - the exchange of fire uses up the fire of 55K6.  6C9 moves to bypass 55J3 and uses up the shots from the German squad in the hex.  The 2 and 1 resids are from shots at that vehicle.  55I1 then starts up and moves to 55Q8 and exchanges a shot with 55R7 - due to the previous shot and the turret traversal the German misses and the return shot is a hit and a kill (rolled a 3 for both).  The AC starts up again and moves in with the victim clearing the road for the trucks.  The crew 55H2 moved adjacent to the HS in 55H5 so they could not fire on the road again.  Then the trucks move, the rolls were close a couple of times through the residual but the first 3 make it off the board for an allied win.


This is a nail biter of a scenario and quite different from most.  The high speed units that go very slowly off road combined with the exit VC make it an interesting situation.  The UK player has to constantly guard against the Germans blowing past his armor while the Germans have to get past and be in a position to destroy the trucks in convoy - once they are released from the convoy restriction they can easily be off the board in a single turn.