Title

Title
Tally Ho!

Saturday, 15 July 2017

Battle of the Tanks

Image result for battle of the tanksHaving largely perfected the infantry combat elements of our home-grown WWII rules , for this weeks game we decided to try out the tank combat rules. This is a bit of stretch as I want the rules to be mostly about squad-level infantry with the odd vehicle to spice-up the games. However its good to try these things out and Hauptmann Grau has yet to field his Tiger in anger, so battle of the tanks it was. 

Table Setup and Forces

A fairly simple set-up for this week. In the centre of the table was a farm and a junction that formed the objective  both sides would attempt to capture.

View from the Russian left


View from the Russian right
The Russians field:
  • 3 x infantry squads
  • 1 x AT squad (2 x 45mm AT guns, 3 x AT rifles)
  • 2 x 81mm mortars
  • KV-1, SU-76, and a captured StuG
View from the German right

View from the German left
The Germans opposing them were:
  • 2 x infantry squads
  • 1 x Stug, 1 x Panzer IV, 1 x Tiger 

 The Battle

The Russians won the initiate and deployed about a half of their forces - 2 infantry sections, the mortars, an SU-76 covering the road, and the slow moving KV-1

SU-76 on overwatch

Infantry backed by the imposing KV-1

The mortars
The Germans were a little more circumspect deploying an infantry squad in the centre and a StuG opposite the SU-76 down the main road. The first action was a brisk firefight between the two assault guns, with the superior German armour (Medium vs Light)  proving decisive as the SU was quickly dispatched.

German HQ takes cover

Germans deploy into the woods

The StuG lines-up the SU-76
In the centre both sides deployed further infantry units and began to approach the farm complex. The Russians securing the farm house whilst the Germans grab the fields and barn.  The Russians deployed the remainder of their infantry, AT guns and also their captured StuG. The Germans still held-back the Tiger, waiting to pounce when the time was right

Russians grabbing the farm house

The Russian armour rumbles forward

AT gun lies in wait

Firefight at the farm
 We now entered the decisive period of the game. The AT guns open-up on the German StuG and were able to immobilise it on the table edge. It could fire down the road but cover meant it was unable to see many targets. With the Germans holding back, the KV-1 was able to secure a hill overlooking the likely German entry point and go hull-down.  


KV covering the road entrance

AT guns fire at the StuG in the distance
As time ran-down the Germans deployed the Tiger and in lucky shot (20-1 odds) it was hit and knocked-out by the KV-1 at close range as it entered the table. This and the loss of the Panzer IV meant that the Russian armour had free reign over the table. So a Russian victory! 

German armour lies smouldering

German infantry clinging-on

 The Verdict

The rules for artillery vs tanks seemed to work well. They have no chance of being destroyed by in-direct fire (unless open topped) but can be pinned, panicked into seeking cover, or damaged / immobilised. Indeed the Panzer IV spent the game buttoned-up and skulking in cover as the mortars rained-down on it.

Tank survivability was hard to judge in this game; the German StuG took a beating but was still operational at the end, albeit immobilised and damaged. By contrast the Tiger was destroyed on the first hit (1-20 chance). I'll make some minor tweaks to give a wider variety of hit outcomes and perhaps to introduce crew ratings.

Next week Stalingrad to test heavy cover

Saturday, 8 July 2017

Nelly The Elephant - a Mumakil for Kings of War



I've recently begun work of putting together an army for Kings of War and have settled on a fantasy Arabian army as this can be dual use for Armati as opponents for the Crusaders. So this caused me to go back and complete my Harad Mumakil from Games Workshop. I got this for Christmas several years ago but never got further than undercoating it. Now complete it should be a fine centre-piece for the army.


The Mumakil

Front-on view

The fully-crewed Mumakil

Front shot fully crewed

The crows-nest

The Archers - tum tee tum tee tum tee tum 

Spearmen
Its a huge model by 28mm standards being fully 10" high, about a 12" long and boasting a crew of 13.

Image result for mumakil battle of pelennor

Despite the fact that KOW is looking to accommodate GW models and armies there is nt anything that directly maps onto the Mumakil. So a few options present themselves using Large Cavalry Hordes.


Heavy Cavalry modelled
Horde(6)
7
3+
-
5+
18
-/18
275
Brutal, Crushing Strength (2), Thunderous Charge (2)

Horde(6)  
6
4+
-
5+
30
16/18
250
Crushing Strength (2), Strider

Beast modelled
Horde(6)
7
4+
4+
4+
18
15/17
210
 Light crossbows, Thunderous Charge (2), Vicious

 Chariot modelled
Horde(6)
9
3+
5+
4+
16
14/16
215
Bows (Range 24"), Thunderous Charge (2)

Horde(6)
8
4+
5+
4+
16
14/16
175
Bows (Range 24"), Thunderous Charge (2)
 
Horde(6)
8
4+
4+
4+
16
15/17
215
Bows (Range 24"), Elite, Thunderous Charge (1)
 

Wednesday, 5 July 2017

WWII - a second interlude

Image result for WWII soviet troops in actionOnce again Scipio was away on his travels so we returned to testing the new set of WWII rules that I've been developing. The key changes from the last game were:
1. To make shooting about 50% more deadly and base all the probabilities on the notion that everyone would be in soft cover as their standard deployment.
2. To move to a system based on Fire Teams shooting e.g. an LMG plus supporting crew, a group of riflemen, or a single heavy weapon.
3. To adopt a D10 based system to make the calculations of % hit/kill chances much easier for me. Turns out the problem of "what's the probability of getting X hits with Y dice where hits are on 5's and 6's" is not as trivial as you might think. See the maths below...

To keep things simple all shooting is by fire team with a chance to pin or kill determined by the dice. Standard fire teams would by LMGs +2-3 crew or half squads of SMGs. Small FTs could be rifle squads or LMGs with 1 crew. Large FTs could be HMGs or whole squads of SMGs.

The Game


This weeks game pitted two veteran Fallschirmjäger squads with support from a Hanomag, Panzer IV, and mortar against  4 regular Russian squads plus a Maxim, 2*50mm AT guns and 2 medium mortars.  The Germans were on the attack aiming to capture 2 of the Russian Jump-off Points to claim a win.

The Russians had a main-line-of-resistance based a road and an abandoned church, with a crater- marked field to the front of their position. The Germans entered along a road bordered by fields and small stands of trees.

Russian right from the German side

German right from their side 
Russian left


Rear view of the church

The early moves saw the German armour cautiously enter the table while one FSJ squad and the mortar spotter moved into cover on the edge of the table. In response the Russians deployed most of their infantry along the MLR along with both AT guns.

Panzer IV rumbles into view with the mortar AOP on the hill behind

Russian AT supported by infantry

The second AT also with infantry support
As soon as the Panzer entered the table the AT guns opened-up and in a lucky shot were able to immobilise the tank immediately. There is only a 5% of this occurring but that's war and the Panzer IV has been unlucky in previous games. With this setback the Germans deployed the rest of their infantry and sought to suppress the Russian AT guns with a combination of mortar and LMG fire.

Panzer brewed-up but the infantry advance

Russians move forward to a better position 
On the Russian right the infantry moved forward through a network of fields  but became bogged down as they ran into sustained LMG fire from two German fire teams deployed at the edge of the table. They responded with mortar fire that also pinned the Germans, although with limited casualties.


On the German right they decide to advance one fire team while the other provided cover fire. They also opened -up with the mortar and Hanomag's LMG against the Russian AT guns. Several rounds of fire saw the AT guns dispatched but the advancing infantry team became isolated and was eliminated by combined infantry and Maxim fire. 

FSJ bravely advance into the Maxim's fire

View from the German left - Russians just visible in the distance 

The Verdict


A much more successful game than the first trail with the new infantry firing system seeming much better. The greater deadliness of fire gave a better game and the opportunity for a decisive outcome. Vehicle shooting needs a little work for smaller vehicles and soft-skins but mostly in the area of assessing damage. Artillery needs a little more testing to ensure its impact is right for troops caught in the open - this might be achieved by trying to integrate it into the fire team shooting system in some form.