Here are the first parts of my 28mm Russian World War Two army. The T-34/85 is a Corgi 1:50 diecast model and the infantry are Westwind and a single Black Tree.
These are the first things I've painted for months and isn't my best work but I reckon they will do. The infantry will be based when I get some more PVA glue.
I bought these models about five years ago and I bought a Hobbyboss T-34 to go with them a couple of years ago but when I came to build it last week I realised that a frame of parts was missing. It will maybe do for spares. I since discovered that Tamiya have just released a JS-2 in 1:48th scale so I will purchase one soon.
The Corgi tank has had a bit of a repaint and I used the Hobbyboss decals.
Saturday 21 April 2012
Sunday 8 April 2012
Rules experiment - WW2
I've been doing some work on a rules set hoping to capture some of the spirit of Charles Grant's "Battle" and today I had a little tryout using three infantry squads and three tanks per side and possible artillery and air support.
Here are some shots of the action.
Here are a rough draft of the rules that I used. They are far from being original and the morale rules are based on Charles Grant's rules.
BATTLERS !
20TH CENTURY WARGAME RULES IN THE “OLD SCHOOL” SPIRIT
MOVEMENT:
INFANTRY - 9” VEHICLES - 18”
SHOOTING:
DIRECT FIRE
INFANTRY ROLL 1D6 PER FIGURE UP TO A RANGE OF 18” SCORING A HIT ON A ROLL OF 4+ IF THE TARGET IS IN THE OPEN, 5+ IF THE TARGET IS IN SOFT COVER OR 6 IF THE TARGET IS IN HARD COVER CANNOT HARM ARMOURED TARGETS
HEAVY MACHINE GUNS ROLL 4D6 AND HAVE A RANGE OF 27” AND SCORE HITS AS ABOVE
CANNOT HARM ARMOURED TARGETS
TANK/ANTI-TANK CANNONS ROLL 6-8D6 AND HAVE A RANGE OF 36” AND SCORE HITS AS ABOVE
INDIRECT FIRE
ROLL FOR DEVIATION 1D6/DIRECTION DICE
ARTILLERY ROLL 1D6 PER FIGURE UNDER A TEMPLATE AND SCORE HITS AS ABOVE
TEMPLATES ARE AS FOLLOWS - 2” MORTAR, 3” TANK CANNON/MEDIUM ARTILLERY GUN AND 5” HEAVY ARTILLERY GUN AND AIR ATTACK.
ARMOUR SAVES: ROLL 1D6 PER HIT
UNARMOURED VEHICLE (TRUCKS AND JEEPS) - 5+
LIGHT ARMOUR 4+
MEDIUM ARMOUR 3+
HEAVY ARMOUR 2+
CONCRETE BUNKER 2+
AN UNSAVED HIT WILL KO A VEHICLE
MORALE:
TEST WHEN A SQUAD SUFFERS CASUALTIES
EACH SQUAD HAS A BASIC MORALE SCORE OF 10 WHEN FULL STRENGTH
ROLL ID6
ADDITIONS AND DEDUCTIONS
EACH CASUALTY -1
TRANSPORT KO’D -1
UNDER TANK ATTACK -1
UNDER ARTILLERY OR AIR ATTACK -2
IN SOFT COVER +1
IN HARD COVER +2
+1D6 SCORE TO TEST
IF TOTAL IS 10 OR MORE THE SQUAD IS OK IF UNDER 10 THEY MUST FALL BACK AND TEST AGAIN NEXT MOVE
I also used a table to simulate command and control : at the start of each turn I rolled 2d6 for the side whose turn it was and used a table like this...
Score
2 move and or shoot with 1 squad
3 move and or shoot with 1 tank
4 move and or shoot with 2 squads
5 move and or shoot with 2 tanks
6 move and or shoot with 3 squads
7 move and or shoot with 3 tanks
8 move and or shoot with 1 squad and 1 tank
9 move and shoot with 2 squads and 2 tanks
10 move and shoot with 3 squads and 3 tanks
11 move and shoot with all forces
12 move and shoot with all forces
Here are some shots of the action.
Here are a rough draft of the rules that I used. They are far from being original and the morale rules are based on Charles Grant's rules.
BATTLERS !
20TH CENTURY WARGAME RULES IN THE “OLD SCHOOL” SPIRIT
MOVEMENT:
INFANTRY - 9” VEHICLES - 18”
SHOOTING:
DIRECT FIRE
INFANTRY ROLL 1D6 PER FIGURE UP TO A RANGE OF 18” SCORING A HIT ON A ROLL OF 4+ IF THE TARGET IS IN THE OPEN, 5+ IF THE TARGET IS IN SOFT COVER OR 6 IF THE TARGET IS IN HARD COVER CANNOT HARM ARMOURED TARGETS
HEAVY MACHINE GUNS ROLL 4D6 AND HAVE A RANGE OF 27” AND SCORE HITS AS ABOVE
CANNOT HARM ARMOURED TARGETS
TANK/ANTI-TANK CANNONS ROLL 6-8D6 AND HAVE A RANGE OF 36” AND SCORE HITS AS ABOVE
INDIRECT FIRE
ROLL FOR DEVIATION 1D6/DIRECTION DICE
ARTILLERY ROLL 1D6 PER FIGURE UNDER A TEMPLATE AND SCORE HITS AS ABOVE
TEMPLATES ARE AS FOLLOWS - 2” MORTAR, 3” TANK CANNON/MEDIUM ARTILLERY GUN AND 5” HEAVY ARTILLERY GUN AND AIR ATTACK.
ARMOUR SAVES: ROLL 1D6 PER HIT
UNARMOURED VEHICLE (TRUCKS AND JEEPS) - 5+
LIGHT ARMOUR 4+
MEDIUM ARMOUR 3+
HEAVY ARMOUR 2+
CONCRETE BUNKER 2+
AN UNSAVED HIT WILL KO A VEHICLE
MORALE:
TEST WHEN A SQUAD SUFFERS CASUALTIES
EACH SQUAD HAS A BASIC MORALE SCORE OF 10 WHEN FULL STRENGTH
ROLL ID6
ADDITIONS AND DEDUCTIONS
EACH CASUALTY -1
TRANSPORT KO’D -1
UNDER TANK ATTACK -1
UNDER ARTILLERY OR AIR ATTACK -2
IN SOFT COVER +1
IN HARD COVER +2
+1D6 SCORE TO TEST
IF TOTAL IS 10 OR MORE THE SQUAD IS OK IF UNDER 10 THEY MUST FALL BACK AND TEST AGAIN NEXT MOVE
I also used a table to simulate command and control : at the start of each turn I rolled 2d6 for the side whose turn it was and used a table like this...
Score
2 move and or shoot with 1 squad
3 move and or shoot with 1 tank
4 move and or shoot with 2 squads
5 move and or shoot with 2 tanks
6 move and or shoot with 3 squads
7 move and or shoot with 3 tanks
8 move and or shoot with 1 squad and 1 tank
9 move and shoot with 2 squads and 2 tanks
10 move and shoot with 3 squads and 3 tanks
11 move and shoot with all forces
12 move and shoot with all forces
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