Thursday, December 31, 2015

Big batch of Microarmor Tanks, Guns, and troops completed

Finished off the Painting Challenge with one last gasp of miniatures painted.  A mix of GHQ Ultra-Moderns and WWII.  With a few odds and ends thrown in.  Most of these have been on the painting table for months waiting for some inspiration to finish them off.

2 SU-152
2 SU-122
4 2lber portee
5 T-55 MV
10 FV 432
6 CMP carriers for 25 lber
6 25 lber limbered
6 25lber unlimbered
60 individual ultra-modern US (20 3 man squad stands)
34 individual ultra-modern US riflemen in standing and nealing poses
5 Individual Ultra-Modern US troops sitting and firing (regular rifles I think)
5 Javelin launchers
15 Laser Designators
14 leaders
24 MG crew (12 2 man teams)
12 Mortar crew and mortar (6 2 man teams)
9 LMG men  (SAW I imagine)
10 Snipers with what appears to be Barret 50 cal sniper rifles

WWII (green based infantry)
12 leaders
12 standing riflemen
12 grenade throwers (why do companies insist on making so many of these?)
16 SMG armed troops (appears to be Thompson)
12 Kneeling Riflemen


Totals
29 Vehicles
12 Guns
252 Infantry

The "Squad/Platoon" stands.  These are based for Fistful of Tows and the modern version of Fireball Forward (whenever it is released).  Also very useful for IABNM.

Detail shot of a squad stand.

25 LBers and transport.

CMP transport for the 25lbers and FV-432s for IABNM.

FV 432 and T55MV

T55MV, 6 lber Portee, SU152 and SU122

Laser Designators

Ultra-Modern US Riflemen.

Barret Sniper rifles.  Probably some others in there but my eyes have enough trouble making out the difference between a sniper and an LMG at this scale...

SAW gunners

Mortars

MG Teams

Leaders.  GHQ's normal over-abundance.  Better too many than too little though.

WWII US SMGs.  I went with the lighter color jackets for this batch vs my earlier attempts.  All of these guys are based for Skirmish gaming so I wanted them to have a little more pizzazz (Chain of Command in 6mm Anyone?)

The mandatory grenade throwing guys.  I generally dislike them, a few is OK - 6 total would have been good...

Standing Riflemen

Kneeling Riflemen

The commanders once again.  Unlike the Grenade guys extra commanders almost always come in handy.


Plans for next year, paint the remaining (considerable) lead pile, put together the paper terrain I purchased in a sale a couple months back, and play play play...

Sunday, December 20, 2015

Guilford Courthouse replay. Great Battles of the American Revolution part 2

Yesterday my opponent and I played the Guilford Courthouse title in the GBAR series for the second time.  This time getting most of the rules correct but learning a bit about tactics near the end...

An overview of the map, Continentals setup and the British enter at the top right.

End of Turn 1.  British entry order as shown on the Time Track.

Tarlton (Mr. T) enters the map and gets within one hex of Continental Cavalry using road movement. (can not go adjacent when doing so)
End of Turn 2.

Still no fighting.  Mr T is reinforced with militia while the Continentals bring up some riflemen and light troops.  (they can move quickly through the woods)

End of Turn 3.

First blood goes to the British!


The Continentals used their light troops to spot the British regulars coming in this turn, this will allow General Greene to start moving on turn 5 instead of turn 6  (the battle took place at the top right...)


End of turn 4.

The Continentals move more riflemen up to slow the British advance.  Since it costs one extra to enter a Riflmen's ZOC and the units have 4 movement factors the crafty Continental player will hold the British advance to 3 hexes a turn..

End of turn 5

At the top of the map the Continental Cavalry holds the Infantry back by using a Cavalry withdrawal.  While the Riflemen hold up the British advance on the right.
End of turn 7 (I forgot turn 6?!?!)

Up top the Cavalry is holding up the infantry but Mr. T is coming up - that will keep them from doing a Cavalry Withdrawal again.  On the Right the main army with Cornwallis is plodding along.
End of turn 8

Up top the Cavalry is pushed back but not eliminated.  To the right the British keep plodding along.

End of turn 10?  Did I skip a turn, that would have a big effect on the end game...

The British finish off the Lt Rifle troops holding them from the main part of Greene's army (Greene is with the other portion of the army however).  Things will get hot here shortly...

Mr. T works with Cornwallis' subordinated to attack from the other direction.  The good troops were sent this way (with +2 morale ratings they are tough fighters)
End of turn 11.  The Continental army suffers major losses a leader, their Dragoons captured and another combat unit.

Cornwallis attacks (the lowest portion of the map there) and forced the Continentals to retreat.  When the Continental army tried to force the Rifle armed British units away (right next to the cannon) they failed and were instead sent running.  One of them demoralized and the others retreated.

Up top Greene forced a retreat of one of the units there.

End of Turn 12.  Based on Points the British now have a solid Marginal victory!  But Cornwallis wants more  - even though it is impossible at this point for the most part.

The British Rifles fire on the Cannon and kill it off.Cornwallis steps in to try and force a crossing, to no effect.
Up top the British try to skirt the Continentals (silly move, should have simply tried to grab Greene, that IS a major victory)
British get the Initiative on turn 13 and Cornwallis Crosses the stream to attack!  Disaster strikes as the Continental Rifleman finally score a hit and a leader casualty..

Cornwallis Falls in battle!  The previous good fortune for the British is now almost completely gone.  The game now being a draw.



Without Cornwallis to lead them (a lesser leader is still in the stack next door) they fight to a PIN result.  The Continentals have to attack back on their half of the turn.

On the other part of the field Mr. T mangles a good part of the Continental force there.  Another turn might have lead to the capture of Greene... 



End of Continental turn 13 (forgot to flip the counter)  Final losses, one General for the British and a whole slug of stuff for the Continentals but it is a draw since the Continentals hold the VC spaces.

The Continental counterattack ends up a disruption for them but the other units pass their morale checks to stay in place.

And Greene retreats his forces. 
The lesson learned is that a General can use his tactical prowess from an adjacent hex, no need to stack with the attacking troops and risk being shot.