Saturday, June 27, 2015

Robotech RPG Tactics - Zentraedi Force

Hello all,

I just picked up a recent commission I had done for my Robotech RPG Tactics forces.  This is the first wave of my Zentraedi forces.  My initial goal is to have:

1 x Recon Squadron (70pts)
-- 1 x Glaug
-- 1 x Quel-Regult
-- 6 x Regult

1 x Attack Squadron (80pts)
-- 1 x Gluag
-- 9 x Regult

1 x Attack Squadron (80pts)
-- 1 x Gluag
-- 9 x Regult

1 x Artillery Squadron (90pts)
-- 4 x Gluuhaug-Regult
-- 2 x Seraugaug-Regult

1 x Quel-Gulnau (10pts)
-- 1 x Quel-Gulnau

Pictures below --- rather than just take the picture and post it, I've used the picture editing options in PowerPoint to clean up the images (brighten them and remove the background).  This first wave consists of 1 x Officer Pod, 1 x Recon Pod, 1 x Recovery Pod and 12 x Battle Pods.

Painting & Conversion:  Eric Leive






Kicking pose!











My second wave I'll have done will complete the list.  Once I get my forces for my next big Bolt Action game done I'll go back and wrap up the rest of my UEDF Valkyries I had started.  I will probably have the destroids (and another Valkyrie squadron) I want done contracted out just due to time constraints but we'll see - I'll cross that bridge when I get there.

I'm still waiting on my table from Games & Gears - although they've been communicative so at least I believe the table may show up this summer at some point (I hear they are in the process of packing their Kickstarter orders ... which means I'll get mine following those shipments).  When the table finally does arrive I'll got finish building the rest of my 4Ground buildings and should have enough forces done to play a decent game of Robotech (finally!).

Tuesday, June 16, 2015

28mm Armoured Recovery Vehicles

For my upcoming "Hell's Highway" game it will be critical for the British to have access to armoured recovery vehicles (for pushing destroyed tanks out of the way for the column).  There is only one problem with this --- where can you get 28mm armoured recovery vehicles for WW2?

Not only did I want at least 1 (if not 2) ARVs for the British - I also wanted one for the Germans.  The good news is I found the solution - two options for British and two for Germans (and one for the US).  Let's take a closer look at these options below ...

My three new 28mm ARVs - Cromwell ARV (left),
BergPanther ARV (center) & Sherman ARV (right).

Cromwell ARV

S and S Models sells a 1/56th Italeri Cromwell & ARV conversion kit.  This kit not only includes the conversion bits but also the plastic tank from Italeri (note this is exactly the same as the plastic Warlord Games Cromwell kit so you can use those interchangeably).  Essentially you build out the Cromwell plastic kit - everything *except* for the turret.  Then you can follow the pictures on the S and S Models site to get all the bits in the right place.  Below are pictures of my assembled Cromwell ARV (waiting for painting).





Sherman ARV

S and S Models sells a 1/56th Italeri Sherman & ARV conversion kit.  This kit also includes both the conversion bits and the plastic tank from Italeri (again, same as the Warlord Games plastic kit).  Build out the plastic Sherman kit except for the turret and then follow the pictures on the S and S Models site to glue the bits onto the right places.  Below are pictures of my assembled Sherman ARV (waiting for painting).





BergPanzer 3 ARV

S and S Models sells a 1/56th BergPanzer 3 conversion kit.  This kit goes well on a Rubicon Panzer III plastic kit and can also easily fit Warlord Games Panzer III models.

Picture of the BergPanzer III ARV conversion kit on
a Rubicon Panzer III kit (image: S and S Models).

BergPanther ARV

Last but certainly not least is the BergPanther ARV.  Bad news folks - there is no conversion kit for this model.  However, that being said, I ordered the BergPanzer III ARV conversion kit from S and S models to use as the basis for my own conversion of a Warlord (Italeri) plastic Panther kit into a BergPanther ARV.  Primarily I wanted the resin "box" bit and the crane polls (the other bits are also handy).  I used jerry cans and spare tire bits from other Warlord German kits that I had assembled before (Sd. Kfz. 251 half-tracks for example).

I Google searched pictures of the BergPanther to plan out how I wanted mine to turn out.  There are many good images to be found.  For example the image below represents the majority of what I wanted to see out of my conversion.


I was missing one of the side polls from the crane so I had to use plastic tub to make my own - this also allowed me to make sure it fit into the larger back area of the Panther kit.  

I started by assembling the main hull of the Panther kit from Warlord Games.  Once that was done I cut out the "rounded rectangle" that constitutes the front driver and MG hatches.  I then went about gluing on the bits that came with the BergPanzer III conversion kit.  This got me a good ways there and I would say nothing really complicated has had to be done just yet.

I was unhappy with the chain/which parts for the crane so I used "razor wire" to redo the chain (this is more flexible and less likely to break on me since the crane is hanging over the side).  Once I had that all in place I ended up with what you see below.





I used the MG that would mount to the turret hatch ring for the MG at the "front cut out" rectangle.  My last hurdle is the hardest.  The rear dozer blade would have to be scratch built.  I purchased some thin plasti-card from my local game store and went about building it.  Pictures below of that process - which involved making the blade, arms and anchor points.









There you have it --- three ARVs added to my pile of vehicles for Bolt Action.  Now on to painting them.  I hope you've all found this somewhat useful.

Sunday, June 14, 2015

28mm Bedford QLD Transport Arrived

After a lot of back and forth with Shapeways and the 3D modeler, all the printing issues that Shapeways experienced with the 28mm (1:56 scale) Bedford QLD truck have been resolved.  I finally was able to order one and it arrived just the other day.  I will be using three of these in my upcoming "Hell's Highway" game at the PacifiCon Game Expo.  The canopies are cast/sold separately - I had ordered and received them before.

Not the best pictures - I used my phone and the casting material is white --- but you can see the vast majority of the detail in the pictures below.

You can order your own ($49.99) from Shapways here:  https://www.shapeways.com/product/PTCZB3TCL/bedford-qld-1-56-scale

The canopy ($8.37) here: https://www.shapeways.com/product/LTAY3BTQ3/bedford-qld-canopy-1-56-scale









I'm looking forward to getting these guys painted up and on the table!

Sunday, June 7, 2015

Bolt Action Scenario - Hell's Highway

I'm planning to make this my next convention game, which I'll be first running at the PacifiCon Game Expo over the labour day weekend this year.  I have most of the stuff I need for this done already, but it does involve completion several additional 4Ground kits that I have as well as getting some additional vehicles completed, but nothing that isn't very doable between now and then.

Hell's Highway - September, 1944

This scenario is based on XXX corps run down "hell's highway" - the route that ultimately would lead to the British airborne division engaged at Arnhem.

Overview & Map

The scenario provides players the opportunity to fight through several different types of terrain.  The bridge involved represents one of the many smaller bridges that needed to be secured along the road.  There is a section of build up area that represents the cities and towns that in many cases held up the column do to the need for infantry support for armoured units operating in built up areas.  Finally, the chateau mansion and farm areas provide the players with a more rural setting that was encountered throughout the drive towards Arnhem.  The map of the setup can be seen below.  For this scenario a 4' wide and 20' long table is used.


For the bridge I'll be using my Pegasus Bridge model.  My two 4Ground city blocks will be used along with my 4Ground hotel complex.  I will be using both of the "corner shops" that are available from 4Ground along with their newer style left hand, right hand and terrace "2" buildings.  Chateau mansion will be the 4Ground detached house 2 and the 4Ground La Haye Sainte collection for the farm complex.

British Order Of Battle

XXX corp's column is made up of an armoured force and an infantry force combined together.

British Armoured Force (Regulars)
  • Headquarters Troop
    • 1 x Cromwell Command Tank
    • 1 x Sherman Firefly VC Command Tank
    • 1 x Cromwell ARV
  • Reconnaissance Troop
    • 1 x Humber Scout Car
    • 2 x Daimler Mk I Armoured Car
  • 1st Tank Troop
    • 3 x Cromwell Tanks
    • 1 x Sherman Firefly VC Tank
  • 2nd Tank Troop
    • 3 x Cromwell Tanks
    • 1 x Sherman Firefly VC Tank
  • 3rd Tank Troop
    • 3 x Sherman V Tanks
    • 1 x Sherman Firefly VC Tank

British Armoured Infantry Force (Regulars)
  • Headquarters Section
    • 1 x Officer + 1 x Rifleman
      • 1 x Daimler Dingo Mk II Scout Car
    • 1 x Veteran Medic + 1 x Rifleman
      • 1 x Ambulance Truck
    • 1 x PIAT Team
    • 1 x Light Mortar Team
      • 1 x Universal Carrier
    • Forward Artillery Observer
      • 1 x Universal Carrier
  • Reconnaissance Troop
    • 2 x Humber Mk IV Armoured Car
  • 1st Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 8 x Rifles)
    • 1 x M5 Half-Track
  • 2nd Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 8 x Rifles)
    • 1 x M5 Half-Track
  • 3rd Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 8 x Rifles)
    • 1 x M5 Half-Track
  • Anti-Tank Section
    • 1 x 6pdr Anti-Tank Gun Team
    • 1 x Universal Carrier
  • Support Section
    • 1 x 3" Mortar Team
      • 1 x 3" Mortar Carrier
    • 1 x MMG Team
      • MMG Carrier

A US airborne force is surrounded at the farm complex waiting for relief.

US 101st Airborne (Veterans)
  • 1 x Officer + 1 x Rifleman
  • 1 x Medic + 1 x Rifleman
  • 2 x Bazooka Teams
  • 2 x Infantry Sections (each: 1 x SMG, 1 x LMG, 8 x Rifle)

German Order Of Battle

German forces in the area consist of elements from the regular army (Heer), Fallschirmjager and SS.

First Defensive Line - Bridge (Regulars - Heer)

  • Headquarters
    • 1 x Officer + 1 x Rifleman
    • 1 x Veteran Medic + 1 Rifleman
  • 1st Infantry Section
    • 10 x Infantry (2 x SMG, 1 x LMG, 2 x Panzerfaust, 5 x Riflemen)
  • 2nd Infantry Section
    • 10 x Infantry (2 x SMG, 1 x LMG, 2 x Panzerfaust, 5 x Riflemen)
  • Anti-Tank Section
    • 1 x Pak40 Anti-Tank Gun Team
  • Panzer Troop
    • 2 x Panzer III Ausf. M with Schürzen

Second Defensive Line - Town (Veterans - Fallschirmjager)
  • Headquarters
    • 1 x Officer + 1 x Rifleman
    • 1 x Medic + 1 x Rifleman
    • 1 x Sniper Team
  • 1st Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 2 x AR, 1 x Panzerfaust, 5 x Riflemen)
  • 2nd Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 2 x AR, 1 x Panzerfaust, 5 x Riflemen)
  • Support Section
    • 1 x MMG Team
    • 2 x Panzerschreck Teams
  • Panzer Troop
    • 2 x Panzer IV Ausf. G with Schürzen
  • Anti-Tank Troop
    • 1 x Marder III M

Third Defensive Line - Chateau (Veterans - SS)
  • Headquarters
    • 1 x Officer + 1 x Rifleman
    • 1 x Medic + 1 x Rifleman
    • 1 x Sd. Kfz. 251/10
  • 1st Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 8 x Riflemen)
    • 1 x Sd. Kfz. 251/1
  • 2nd Infantry Section
    • 10 x Infantry (1 x SMG, 1 x LMG, 8 x Riflemen)
    • 1 x Sd. Kfz. 251/1
  • Heavy Panzer Troop
    • 2 x Tiger 1 Tanks
  • Reconnaissance Troop
    • 1 x Sd. Kfz. 234/3 Stummel
    • 1 x Sd. Kfz. 234/2 Puma
  • Heavy Mortar Support (Heer)
    • 120mm Heavy Mortar Team

Special Rules

Preparatory bombardment:  The British forces get a preparatory bombardment against all German Heer positions located at the first defensive line.  Resolve prior to pulling the first activation dice.

Mass Activation:  To account for the large number of units on each side and the number of players involved, the normal activation process is replaced by this "mass activation" process.  Create your activation dice pools as normal (one for each unit, team and so on).  Put those dice off to the side - they are now your army dice pool.  Determine the activation dice that will be used for determining the activation sequence.  For each side divide the number of dice in your army dice pool by the number of players on that side - rounding up.  These dice are now your activation dice (I recommend using different coloured dice for these so you don't mix them up with your army dice pool).  Put these dice in your activation bag, cup or whatever you normally use to "pull" dice.  Each time you pull a dice from your side, each player takes a dice from their army dice pool and activates a unit normally.  It is possible the final activation dice pulled results in not every player receiving a dice from the army dice pool, in this case dice are distributed to those players who have units remaining that have not activated yet this turn.

Allied Air Support:  The British may call for air support up to two times during the game.  Calling air support does not follow the normal rules.  Instead, to call air support, any British vehicle with a main gun can fire a "purple smoke" round at a designated point on the table (a building cannot be targeted).  Roll "to-hit" with no modifiers, hitting on a 3+.  If you miss, scatter the round D6" in a random direction.  Mark the location using a purple smoke marker (you can make your own, see my recent blog post on making them here).  Resolving the air strike is determined based on if the location of the purple smoke marker is within the first 10 feet of the British side of the table or the last 10 feet of the table.  If it is in the first 10 feet, resolve the air strike at the start of the next British activation.  If it is in the last 10 feet, add a different coloured dice to the activation pool for the next turn.  When that dice is pulled resolve the air strike before pulling another activation dice.  This is meant to represent that the further the allies moved the longer it took for air support to show up (if it showed up) - whereas sir support was readily on hand during the initial advance.

Deployment

British:  Units deploy up to 30" in on the road (as marked on the map) and up to 4" either side of the road itself.  At least one tank troop must be in the lead, otherwise units can be placed on the road in any order, with unit unable to fit moving on the table as they are activated (and can fit).  British vehicles cannot move be farther than 4" from the road until they are past the first 30" of road (passing the deployment zone) - this does not apply to infantry/dismounted teams.  This remains in effect throughout the game and represents the constricted space the British had to work with.

US Airborne:  Units deploy within the farm complex.

German Heer Force: Units deploy in defensive positions 42" from the left edge (see map) of the table and on the left side of the bridge.

German Fallschirmjager Force:  Units deploy anywhere in the area of the central town.

German SS Force:  Units must deploy within 48" of the right side (exit point) of the table and no closer than 18" to the farm complex.

Victory Points

Victory points are awarded as follows:
  • Each infantry section or vehicle destroyed = 2 points.
  • Each team (includes weapon teams, officers, medics and so on) destroyed = 1 point.
  • Each British tank that moves off the table via the "exit point" (far end of the table)  =1 point.
  • Each controlled objective = 10 points.
There are four VP objectives marked on the map: the farm complex, hotel complex, chateau and bridge.

To control an objective there must be no enemy units present within the physical feature of the terrain/building the last unit to occupy the position was friendly (if no friendly unit is present, mark control of the objective using an appropriate marker).

The allies start in control of the farm complex while the Germans are in control of the bridge, chateau and hotel objectives.

Saturday, May 30, 2015

Muskets & Tomahawks Battle Report

Got to play a special game today in the man cave with *the* Andrew (Andy) Thompson - a longtime friend who is visiting sunny California from far away Scotland with his lovely wife Christine.  Adam Clark and Roy Scaife joined us for a great game of Muskets & Tomahawks.

I used a 6' by 6' setup for this game that you can see below.

 
Most importantly, we used a modified version of the M&T rules aimed at speeding up our games.  Since we mostly play large games we found that our games would regularly run 5-6 hours.  By modifying the rules a bit we successfully played out this large game in around 3-4 hours.  Below is a brief summary of the modifications.

Modified M&T Summary

  • Movement for regulars and others troop types that move 4" increased to 6" per action.
  • Movement for irregulars/Indians that move 6" increased to 9" per action.
  • Formed (firing line/regulars) troops moving completely on a road get +2" per movement action.
  • Officer only - new action "command" - may pass their actions to a friendly unit within 6" - no single unit can receive more than 1 action this way per activation.
  • Officer only - new action "rally" - may spend an action to attempt to rally a "flighted" unit within 6" - the unit takes a reaction test and immediately applies the new result.
  • Spotting only is done against hidden units.  Completely new simplified spotting table/roll.
  • 360 degree LOS for all skirmishing units.
  • Weapon ranges increased slightly (e.g. musket from 24" to 30").
I adjusted the unit entries for the British and French army lists and I created a QRS to track the new changes.  Pictures of all of these are below (I did them in MS PowerPoint).  I have to say that the modifications worked very well ... the game still essentially works the same but plays through much faster and is just as deadly.





The Game

So, with these new rules updates in hand we set off to play our game.  Both Adam and Andy had not played M&T before so Roy/Adam took on the British forces and Andy/I took on the French forces.

British objective:  Raid the settlement.  Kill civilians and burn buildings if possible.
British sub plot:  A group of Indian allies and two important daughters of a colonel at Fort William Henry are being pursued by the French, intercept them and escort them to safety.  For this, the unit of Uncas, Hawkeye, Chingachgook, Cora and Alice Munro start "hidden" with two additional dummy markers.  They also have a 4+ "fate" save when kills are inflicted and do not take reaction tests.

French objective:  Protect the settlement and evacuate the civilians.
French sub plot:  Magua is closing in on white hair's daughters.  He must find them and put them under the knife, along with anyone trying to protect them.  Spot the hidden markers to locate which one is the fleeing daughters.

British Forces:
  • 12 x Regulars (42nd)
  • 12 x Grenadiers (42nd)
  • 12 x Regulars (48th)
  • 12 x Grenadiers (48th)
  • 8 x Rangers
  • 8 x Rangers
  • 10 x Light Infantry
  • 6 x Indian Allies
  • 6 x Indian Allies
  • VIPs (Uncas, Hawkeye, Chingachgook, Cora and Alice Munro) - 3 x Indian Chiefs, 2 x Civilians
French Forces:
  • 12 x Regulars (La Reine)
  • 12 x Regulars (La Reine)
  • 12 x Regulars (Royal-Roussilon)
  • 12 x Regulars (Royal-Roussilon)
  • 10 x Compagnes Franches de la Marine
  • 10 x Compagnes Frenches de la Marine
  • 1 x Couriers de Bois (Canadian Militia) Officer
  • 8 x Couriers de Bois (Canadian Militia)
  • 8 x Couriers de Bois (Canadian Militia)
  • 1 x Indian Chief (Magua)
  • 6 x Indians
  • 6 x Indians
  • 6 x Indians
The French deployed 15" in on 1/2 of the table nearest the settlement.  The British deployed opposite, 15" in across the entire side.  Three hidden markers (one ambush, two dummy) had to be deployed 24" in on the opposite 1/2 of the french deployment area.

The game ended in a French victory with a completed subplot.  It took many Indian units and lots of melee but Magua put the daughters under the knife.  Most, not all but most civilians were evacuated.  Both sides suffered major losses ... around 45 for the French and 56 for the British.

Lots of pictures below show the action!








This crossroads cost the French many regulars but
they held it and eventually pushed the British back.








The VIPs are spotted but are near friendly forces.


















The rules modifications work out very well.  I think we'll keep using these moving forward and make any tweaks as necessary but I don't foresee any changes at this point in time.