17 November 2011

Cold War Gone Hot

Not exactly what I thought I'd be writing about this week - however it's come to my attention that some Amazon customers who pre-ordered "Cold War Gone Hot", a supplement for their Force-on-Force game system - have already recieved their copies of the book - which isn't due out until 22 November.

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Lucky, lucky buggers is all I can say. Looking forward to getting a copy of this myself.

The last copy of this I have seen was a proof before it was sent off to Osprey. Reason I got to see the proof was because I wrote two of the scenarios in the book, and helped out a little in other areas as well.

So when you get it, have a look for a Spetsnaz mission where they try and take out a Harrier jump jet hide, and an SAS mission where they try and take out a Soviet HQ. Very interested to hear what people think of the scenarios and especially to see any After Action Reports.

I had another scenario that didn't make the book (too big) which I'd still like to try out.

There should be a broad range of other scenarios in there as well - not just special forces raiding type missions and assuming it hasn't changed much from the last time I saw it AAG have tackled the subject in a very interesting way. It is also packed full of useful info - especialy the stuff on unit TO&Es - that will be good for any Cold War gaming.

So go out and buy it now - and let me know what you think

Have fun...

Richard

10 November 2011

BAOR Late 1980s Stocktake

Continuing with my stocktake theme… this week I tried and work out exactly what I'm missing to complete my late 1980's BAOR force. This force is meant to represent a 1-for-1 reduced armoured infantry company plus some attached Battalion assets.

This force and the other BAOR force are about as large (once they are finished) as I can imagine you could reasonably play in a wargame – especially once you start adding things like recon units or armoured units.

As I understand it, most British Army units were chronically short of their established sizes – and after some limited combat a reduced company is possibly a more realistic representation to play with.

Also, these units would allow me to form a kind of infantry heavy company team, by adding in a platoon of tanks. Or by using 1 platoon of armoured/mechanised infantry I could form a tank heavy company team. Kind of a British version of “Team Yankee”.

This appears to be reasonably doctrinal, at least for the earlier 1980s.

Anyway – on with the show. Here is what I am currently able to field:

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Here is the company + additional assets broken down a little diagrammatically (in my own repeatedly amateurish manner).

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The Guide
(Things missing are in bold)

Blue - Company CO, Radio Operator, Company Sergeant - should perhaps have more - need to investigate that further – Command Warrior (I have the Warrior – but am waiting to get the Kingfisher Miniatures command conversion set before making them)

Light Yellow - Company 2IC, Radio Operator, Sergeant (?) - not sure about this one - need to investigate that further – Command warrior (as above)

Khaki – on left hand side – sniper section

Light Green – odd shaped box on right – 2 x GPMG Sustained Fire Team

Yellow - 1st Platoon (from Left to Right)
Platoon Leader, RTO, Platoon Sergeant, Light Mortar, Medic
3 Sections
Fireteam A - Section Leader, LSW Gunner, Rifleman, Rifleman
Fireteam B - Section 2IC, LSW Gunner, Rifleman, Rifleman
4 x Warrior

Red - 2nd Platoon (from Right to Left)
Platoon Leader, RTO, Platoon Sergeant, Light Mortar, Medic
3 Sections
Fireteam A - Section Leader, LSW Gunner, Rifleman, Rifleman
Fireteam B - Section 2IC, LSW Gunner, Rifleman, Rifleman
4 x Warrior

Bright Blue - ATGM Section
2 Milan Teams
Platoon Leader, RTO, Platoon Sergeant, 2 Milan Teams, 2 Spartan MCT

Bright Green - Mortar Battery
2 FV432M with mortar teams, Spartan, Sultan (not shown)

White - Artillery
105mm light gun + crew, tractor (not shown).
105mm light gun + crew

2 x Abbot

So that's it for the stocktake. I now have a better idea of what's missing and what I need to pursue to finish off this unit. I still have a couple of things to work out here as well – like how do Javelin Teams (the Blowpipe replacement) fit in here…

Next week – what I painted for my wife’s birthday.

Have fun...

Richard

01 November 2011

BAOR mid 1980's Stocktake

Well October was officially "No Blog Month" - my first month without an update. But I had a reasonable excuse - a holiday in New Zealand during the Rugby World Cup. Didn't get to any of the games - wrong part of the country - but did enjoy soaking up the experience. And have found the perfect retirement destination.

I'm not sure how much or how regularly I'll be getting updates up for the next little while either with real life and other competing events getting in the way of getting much done - and no one wants to read a blog of just waffle... so, we'll see what I can do.

Enough excuse making. I've needed to do a decent stocktake for a while now and find out exactly what I'm missing to complete my mid 1980's BAOR force. This force represents (in my imagination anyway) a 1-for-1 reduced mechanised company plus some attached Battalion assets.

Here is what I am currently able to field:

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Here is the company + additional assets broken down a little diagramatically (and kind of amateurish manner as well!)

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The Guide
(Things missing are in bold)

Green - Company CO, Radio Operator, Company Sergeant - should perhaps have more - need to investigate that further - FV432

Blue - Company 2IC, Radio Operator, Sergeant (?) - not sure about this one - need to investigate that further - FV432

Not sure about what other assets the Company HQ might be able to bring to the party - like a sniper section...

Purple - GPMG Sustained Fire Team - possibly party of the Company HQ - 2nd GPMG Sustained Fire Team

Yellow - 1st Platoon (from Right to Left)
Platoon Leader, RTO, Platoon Sergeant, Light Mortar, Medic
3 Sections
Fireteam A - Section Leader, MAW Gunner, Assistant Gunner, Rifleman
Fireteam B - Section 2IC, GPMG Gunner, Assistant Gunner, Rifleman
4 x FV432
2 FV432, 1 x MAW Gunner

Red - 2nd Platoon (from Left to Right)
Platoon Leader, RTO, Platoon Sergeant, Light Mortar, Medic
3 Sections
Fireteam A - Section Leader, MAW Gunner, Assistant Gunner, Rifleman
Fireteam B - Section 2IC, GPMG Gunner, Assistant Gunner, Rifleman
4 x FV432

White - ATGM Section
So far just the 1 Milan Team
Platoon Leader, RTO, Platoon Sergeant, 3 Milan Teams, 3 FV432, 2 Spartan MCT

Orange Brown - Mortar Battery
2 FV432M with mortar teams, Sultan & Spartan (not shown)

Light Blue - ADA Section
2 Blowpipe Teams - need to do further reseacrh on how these would have been transported, did they have command element etc.

Grey - Artillery
105mm light gun + crew, tractor (not shown).
105mm light gun + crew

2 x Abbot
2 x GPMG Turreted FV432 (for use as Platoon Leader vehicles - just to tell them apart)


So that's it for the stocktake. I now have a better idea of what's missing and what I need to pursue to finish off this unit. Fortunately, possession of a large number of FV432s will also help me with my next unit - but more on that next week

Have fun...

Richard

28 September 2011

KGN Vehicle Cards

As I mentioned previously I've created Vehicle Cards covering all the vehicles used in KAMPFGRUPPE - Normandy. You can find links to them on the right hand side of the blog.

All the images I used so far come from this excellent website WW2 Drawings – and I hope he doesn’t mind my using the pics – which I am doing without permission but I in no way wish to breach his copyright or take any credit for his excellent pictures.

I'm also not trying to infringe on GW's copyright - simply to make something useful to KGN players.

Here are some samples:

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The idea is that once you have an army list, you print or copy a card for each vehicle in your force. So if you have 4 Shermans - your use 4 cards in the game. Each card has space for you to write an ID of the vehicle - so you can tell your 4 Shermans apart.

Apart from all the useful info taken from the vehicle data in the book - there is also an Ammo counter on the card. The first row is clear - indicating this is the number of rounds you start with in the game. If your vehicle can take HE and AP rounds, you can write your chosen load out in each of the boxes. Once you've shot off that row of ammo - you need to go find a re-supply truck to reload.

Pretty simple really.

Anyway - hope you enjoy and find them useful.

Richard

26 September 2011

KGN - My first AB figures

Just a quick post today. A few weeks back I painted my first 20mm AB Figures - which I have to say are the gold standard in WW2 figures as far as I'm concerned.

Basically all I've done are two complete sections plus a walking PIAT team and 2" Mortar team.

The photos look a bit dark on my PC - but here they are:

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Front view 1/2 section
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Front view the other 1/2 section

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From behind

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PIAT & 2" Mortar teams

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Kneeling 1/2 section

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Lying down 1/2 section
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Different Angle

And that's it. Thanks for looking

Richard

25 September 2011

KAMPFGRUPPE – Normandy – My Review

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Warhammer Historical has recently come out with a new rulebook called Kampfgruppe – Normandy (KGN), by Warwick Kinrade. When I first heard rumour of this a while back my interest was piqued for some reason – mainly I guess because the rumour identified that the rules were aimed at 20mm.

At the time my WW2 miniature collection was 99.9% 15mm and I was quite happy with Battlefront’s Flames of War – but my modern’s collection was 100% 20mm and I was looking for a ruleset with which to replicate larger modern battles than I felt Force on Force could deal with.

Cold War Commander never quite clicked with me, and nor did FFT2, and I’ve never played Rapid Fire so the modern add-on to that was not really an option either. My larger Cold War have been played using a variant of Flames of War – which whilst handy – didn’t quite do it for me.

Anyway – so when KGN came out I immediately started to investigate it and look out for reviews – not that there were really any to find. Eventually Piers from The Guild did a review and he was very impressed – and as I respect his opinion I thought it could have legs. I downloaded the Rules Primer and some info on the 21st Panzer Division to get a better handle on the rules and then eventually went and bought it.

BTW the Guild now has a whole section on KGN that is worth looking at.

One thing that has bothered some people is the price tag – to get it to me in Oz basically cost me $80AUD which is more than a little hefty. I look at it this way. I own a bucket load of games and rulebooks. Most I paid top dollar for, most I have never played, and sadly most I will never play. That doesn’t mean I didn’t enjoy the experience of purchasing them, reading them etc. Did I get my monies worth – probably not… So, what I’m saying is, if I can get even a few games in with KGN – then despite paying $80 for it – I’ll have got more value for money from it than the majority of my other unplayed games – that’s my thinking anyway.

Value for Money

So – what do you get for your money. You get a book heavy enough to bludgeon someone to death with! 350 odd pages… but it is a really beautiful book – full of excellent colour photography of someone’s fantastic 20mm collections and so terrific original black & white photos from the period – most I had already seen elsewhere, but the odd one or two that were new to me.

Of the massive book, after a few intro pages – which must be read as they do have snippets of rules in them – you get about 54 pages of rules, history sections on the British and American sectors post D-Day, equipment data and background info for the Germans, British and Americans, 9 army lists, 2 linked campaigns (one for each sector) and 20 scenarios. That’s pretty damn good in my view.

Not what of the rules…

Well first up I have to say – very easy to read and straight forward. They are not some variant of 40K (like the Warhammer Historical WW1 game), WHFB or the Lord of the Rings system, but a completely new ruleset.

It is an IGOUGO system, but does have the capacity for overwatch (or covering fire as the rules call it) where you can interrupt your opponents turn.

I like the Command and Control system, where each turn you generate command points which allow you to activate units – but typically not enough for every unit you have to do exactly what they want. Once activated a unit can perform 2 actions – the choices of which are fairly standard.

Shooting is interesting as this set of rules allows you 2 different types of shooting – suppressing fire and direct fire. If you know some Jerries are in that grove of trees and want them to keep their heads down, your section decide to simply fire everything its got into the grove, hoping to suppress the enemy. Artillery, HE tank shells etc are also covered by suppressing fire.

Otherwise you could decide to try and observe the Jerries and take them under direct fire. This simply means your section is going to fire less, but more accurately and try and kill the enemy rather than simply suppress him. Its harder to do, but the results are more permanent. This is also how you fire AT guns at tanks etc.

There is a great mechanism for morale. Each unit in your force has a morale value ranging from 0 up to 8 or so for a full platoon. You add these all together and this gives you your battlegroup morale. As events happen in the game you draw chits from a morale pot – which are numbered from 1 to 4 and take these away from your battlegroup morale. Once you get to 0, your force has had enough and is forced to withdraw.

If you want to get some of your suppressed units back into the game (rather than hugging the dirt) you need to draw a chit from the morale pot. I like this very much.

So far we’ve played two games (at once – call me crazy) which I refereed and it all seemed to work fairly well. Would have been good if the other players had read the rules or at least the rules primer – but hey – it was all good fun and I’ll post up some AARs later in the week.

To help out with the game I created some Vehicle Cards for the players. Folks on the Guild seemed to think they were pretty good so I have now finished cards for all the British and German vehicles in the game. (You can find them on the right hand side of my blog. I’m working on the Yanks and should have them up in the next couple of days. All the images I used so far come from this excellent website WW2 Drawings – and I hope he doesn’t mind my using the pics – which I am doing without permission but I in no way wish to breach his copyright or take any credit for his excellent pictures.

So – finally - does it look transferable to a Cold War setting. Definitely yes! Working on that now…

Have fun

Richard

19 September 2011

MERDC Madness

Well September was going to be all about World war Two on this blog, but before I launched into that I just wanted to post up this pic and see if I can get any comments/opinions from you all as to which colours you thing best represent the MERDC camouflage scheme as used by the US Army in Europe in the early 1980s.

I've been struggling with this and have finally come up with what I think is a reasonable base colour - Tamiya Dark Green. I did want to use Vallejo US Dark Green but my lack of access to vallejo colours right now has stiffled that option.

I airbruushed the Tamiya colour yesterday onto my M106s, M901s and M1s and think it looks prety decent. So I created this little template on a piece of paper and last night painted on a variety of greens I have for the second colour. So here it is:

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So far all I have really been able to do is to rule out the top three. Its going to have to be on of the bottom three but I really have no idea as to which...

This is to look like this (MERDC Winter Verdant):

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Or Should I just skip the green and go to this (MERDC Summer Verdant):

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As you can see I'm still confused - but need to make a decision soon as the Group Build ends on 2 Oct...

Any help greatly appreciated

Richard