Wednesday, 31 July 2013

Run through the jungle - Bolt Action style.

 I played my first game of Warlord Games' Bolt Action today, I've had the rules since Christmas but have been busy with other stuff. Anyway, in typical form for me* I decided to play the rules out of period and used them for a Vietnam encounter.

* I played my first game of Warhammer fantasy rules, DBA and Black Powder using my English Civil War collection.
 I used Esci plastics, currently available under  the Italeri and possibly Revell labels.
 I kept the game very simple with small units similarly armed but with differing experience levels.
 Very nice rules in my opinion, simple, straight forward and very suitable for solo play.
 Instead of using pin markers I just laid a soldier down for each pin marker.
 In the middle of this a neighbours cat came for a sleep. He wasn't very happy with me making a noise with the order dice in the cup. I must get a softer cup or line the one I'm using for him!.
 I downloaded the hooch from Miniature Wargames.

 Don't push this guy!.
 Esci made some nice figures.
 A wounded soldier in each set.
 "Run through the jungle", well you can only advance through such terrain in Bolt Action.
My birthday present is still there on top of the cupboard, the balloons went flat but Carol put some ribbons on.
Only two weeks to go!!!.

Friday, 26 July 2013

Paul's Modern War Game Rules v.1

PAUL'S MODERN WAR GAME RULES

THE GAME IS PLAYED WITH UNITS OF BETWEEN 2 AND 5 MODELS OR INFANTRY SQUADS. ALL MODELS IN THE SAME UNIT MUST MAINTAIN COHESION BY REMAINING WITHIN 2" OF EACH OTHER.

COMMAND
USE A DICE OR THE SCENARIO TO DECIDE WHO GETS FIRST TURN.

ROLL 1D6 PER UNIT: A SCORE OF 1-3 ALLOWS THAT UNIT TO PERFORM ONE ACTION, A SCORE OF 4-6 ALLOWS THE UNIT TO PERFORM TWO ACTIONS.

ACTIONS ARE : MOVE, SHOOT, RELOAD, DEBUS, BUS, LIMBER, UNLIMBER, TAKE OFF, LAND ETC...

ACTIONS MAY BE PERFORMED IN ANY ORDER OR APPROPRIATE COMBINATION AS DECIDED BY THE PLAYER BUT AN ACTIVATED UNIT MUST COMPLETE ITS ACTIONS FULLY BEFORE ANOTHER UNIT MAY BE ACTIVATED.

THE PLAYER ACTIVATES HIS UNITS IN ANY ORDER HE CHOOSES OR HE MAY DECIDE TO PASS AN ACTIVATION FOR ANY UNIT.WHEN THE PLAYER HAS ACTIVATED ( OR PASSED) ALL OF HIS UNITS THE OTHER PLAYER GETS HIS TURN TO PLAY.

MOVES
TYPE
BOOTS-  4"  IN ALL TERRAIN                          
TRACKS- 18" IN OPEN, FLAT GROUND OR ROAD
12" IN CROPS/PASTURE
4" IN WOODLAND, BUA OR FORTIFICATIONS                                      
WHEELS- 24" IN OPEN, FLAT GROUND OR ROAD
8" IN CROPS/PASTURE
4" IN WOODLAND, BUA OR FORTIFICATIONS
ROTORS- UP TO 36" IN ALL - MAY ONLY LAND IN OPEN, ROADS, CROPS/PASTURE
WINGS-  24-60" IN ALL

SHOOTING
TO HIT YOU NEED LINE OF SIGHT FROM SHOOTER TO THE TARGET OR FROM ANY UNIT IF USING INDIRECT FIRE WEAPONS AND WEAPONS NEED TO BE WITHIN RANGE. A VEHICLE MAY SHOOT ALL ITS WEAPONS AS ONE ACTION.
EG. A TANK MAY FIRE ITS MAIN GUN AT AN ENEMY VEHICLE AND ITS MACHINE GUNS AT ENEMY INFANTRY.

ROLL 1D6 PER SHOOTER

SCORE TO HIT
2+        TARGET EXPOSED IN OPEN,FLAT GROUND OR ROAD
3+        TARGET IN CROPS/PASTURE
4+        TARGET AT EDGE OF WOODLAND IN SHOOTING POSTURE OR BOTH SHOOTERS AND THEIR TARGET ARE IN WOODLAND, BUA OR FORTIFICATIONS.
5+        TARGET AT EDGE OF BUA IN SHOOTING POSTURE OR TARGET IS FLYING.
6       TARGET IN FORTIFICATIONS OR OUT OF SIGHT AND TARGETED BY PRE PLANNED INTERDICTION INDIRECT FIRE/ AIR STRIKES

SHOOTING ARCS
WOODLAND, BUA'S AND HILLS BLOCK LOS
ALL INFANTRY AND TURRETED VEHICLES HAVE 360 DEGREE SHOOTING ARCS. ALL OTHERS HAVE AN ARC OF 180 DEGREES FROM THE FRONT OF THE VEHICLE.

TO DESTROY THE TARGET ROLL 1D6 ADD THE WEAPON STRENGTH AND EQUAL OR BEAT THE TARGETS DEFENCE SCORE

WEAPONS TABLE

TYPE                          ATTACK STRENGTH              
SMALL ARMS                       1                                    
HMG                                       2                                    
MORTAR                               3                                  
RPG/LAWS                            5                                      
AUTO CANNON                  4                                      
LIGHT ANTI-TANK GUN    5                                    
MEDIUM ANTI-TANK GUN  6                                    
HEAVY ANTI-TANK GUN    7                                    
OLD ATGM                           7                                      
SUPER HEAVY ANTI-TANK GUN  8                                      
NEW ATGM                         8                                      
FIELD ARTILLERY             6                                    
MLRS                                   7                                    
AIR DROPPED BOMBS     7                                      
MINES    1D6     SCORE 5 OR 6 TO HIT EACH MODEL/STAND PASSING OVER A MINEFIELD.

RANGES
TYPE                                          RANGE
SMALL ARMS                              12"
HMG                                              18"
MORTAR                                    4-24"
RPG/LAWS                                     6"
AUTO CANNON                          36"
LIGHT ANTI-TANK GUN           36"
MEDIUM ANTI-TANK GUN      48"
HEAVY ANTI-TANK GUN        60"
OLD ATGM                                 60"
SUPER HEAVY ANTI-TANK GUN  60"
NEW ATGM                               72"
FIELD ARTILLERY                  12"+
MLRS                                        24"+
AIR DROPPED BOMBS          12" FROM FLIGHT PATH


DEFENCE
TYPE                                                  DEFENCE STRENGTH      
INFANTRY                                                5
INFANTRY WITH BODY ARMOUR       6                              
SOFTSKIN VEHICLE                              6                              
VERY LIGHT ARMORED VEHICLE       7                                
LIGHT ARMOURED VEHICLE                8                                  
LIGHT TANK                                            9                                  
MEDIUM MBT                                          10                                
HEAVY MBT                                            11                                
CHOBHAM MBT                                     12                              
UPARMOURED CHOBHAM MBT         13                              

ERA: VEHICLES WITH ERA GET A SAVING THROW AGAINST ATGMS, RPGS, LAWS, ARTILLERY AND MORTARS  SCORE 4+ TO SURVIVE THE ATTACK.

ATGMS: ATGMS THAT SHOOT MUST SPEND AN ACTION RELOADING IN ORDER TO SHOOT AGAIN. USE A MARKER TO DENOTE WHICH ATGMS HAVE FIRED.

CLOSE COMBAT
TREAT AS SHOOTING; IF A UNIT MOVES INTO BASE CONTACT WITH AN ENEMY IN COVER AND HAS A SHOOTING ACTION THE SHOOTER MUST DICE AGAINST THE COVER SCORE AS IN DISTANT SHOOTING. ENEMY SURVIVORS MAY RETURN FIRE IN THEIR TURN. UNITS IN BUILT UP AREAS OR FORTIFICATIONS WILL BE HARD TO KILL.

ONLY WHEN A DEFENDING UNIT IS DESTROYED OR RETREATS AT THE PLAYERS WISH MAY THE ATTACKERS MOVE INTO AND OCCUPY A DEFENDED POSITION.

DEFENDED POSITIONS MAY BE ENTERED FROM AN UNDEFENDED PERIMETER. IF BOTH SHOOTERS AND THEIR TARGET ARE IN WOODLAND, BUA OR FORTIFICATIONS THE SCORE TO HIT IS 4+.
                   

MORALE
WHEN A UNIT FALLS BELOW HALF STRENGTH ROLL 1D6
A SCORE OF 1-3 MEANS THAT THE REMAINING MODELS IN THE UNIT ARE REMOVED FROM PLAY HAVING ROUTED, SURRENDERED OR GONE TO GROUND.
A SCORE OF 4-6 ALLOWS THE UNIT TO CARRY ON, HOWEVER FURTHER LOSSES REQUIRE FURTHER TESTS!.

OPTIONAL RULE
VETERAN/ ELITE UNITS MAY ADD ONE TO COMMAND AND/OR MORALE TEST DIE ROLLS.



Thursday, 25 July 2013

1/300th scale Team Bravo

 I recently sketched out some rules for modern micro armour and tried them out today. The Soviets deploy above.
 The Americans deploy.
 Apaches looking for a juicy target.
 Soviet tanks take the high ground.
 Bradleys taking shelter in the farm take casualties.
 This US tank unit takes the high ground in the centre of the battlefield. A unit dices and may take one or two actions as a result. An action is a move, a shot, reloading an ATGM, debussing, taking off, landing and various other things and this system is the heart of the rules. All the rest is basic dice to hit, dice to kill and simple movement and morale rules.
 They hit these tanks hard.
 Then take aim on the BMPs lurking amongst the ruins.
 With great effect.
 The Soviets have only a few units left.
 Some infantry that have lost their tracks.
And one platoon hiding.
Battle over.


I have some work to do on these rules but they are promising.


Sunday, 21 July 2013

English Civil War - new models with the old.

I haven't posted for a while but I have been busy. Here is a Parliamentarian general made from spare Warlord plastics.
 Parliamentarian Horse, a mix of new Warlord plastics and old Essex metals.


 Another view of the general.
 A Royalist general from Foundry, I've had him many years but never had a horse for him so I put him on a Warlord plastic one.
 Foundry Royalist Horse.
 Warlord plastics with Essex metals, they mix quite well.

 A completely new unit, Lord Brookes Purplecoats- Renegade Miniatures.
 A closer view.


 I got the flag from Quindia via the internet.

Next up will be Old Robins Foot in their tawny coats.