Saturday, 21 April 2012

28mm Soviet Army started

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.










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