Showing posts with label Skirmish. Show all posts
Showing posts with label Skirmish. Show all posts

Saturday, 15 August 2020

40K: Cult Of The Cleansing Flame

 Churchwardens

Occasionally, the Temple of the Cleansing Flame finds it necessary to deal robustly with unbelievers and apostates.

In such situations a Churchwarden Team is usually deployed.


Eldar & Verger

Churchwardens are led by Vergers. Ideally, the team includes an Eldar entrusted to carry The Cleansing Flame, an eminently suitable device for chastising apostates in particular.


Churchwardens Militant


Churchwardens Militant Sursum




Monday, 12 August 2019

One Hour Skirmish Wargames – SF Urban Dystopia

One Hour Skirmish Wargames – SF Urban Dystopia


By

John Lambshead


The Core Rule Book

Backstory

The One Hour Skirmish Wargames (OHSW) fast play diceless wargame rules are designed to be a toolkit to allow players to create gun-orientated skirmish scenarios that can be played at ‘film speed’ because the various probability ranges are subsumed into the game system. The effect of this is to create a game with minimal mental arithmetic where players concentrate on fire and movement, using just a simple army sheet in front of them as a memory aide.

OHSW scenarios are specific to certain genres with their own special rules, musket era, rifle era, etc. Here, I provide a new genre for the game that is very popular among SF fans and wargamers (groups with a fair overlap of members) – the SF Urban Dystopia.

IN OHSW, each genre is illustrated by a scenario, and I continue to follow that pattern here. I have chosen to use Citadel models for this example because they are inexpensive, easily available from Game Workshop itself and many independent outlets world-wide, and because they are great urban dystopian models. My Bright Lane Mob uses models from Citadel’s Goliath Gang kit, and my Limehouse Collective mob uses models from Citadel’s Escher Gang kit. These gangs are in the “Necromunda: Underhive” starter set so are likely to be widespread among wargamers interested in dystopian SF games. The models are built ‘straight from the box’ as they are shown on GW’s website and box art.

Legal Note: ‘Necromunda’ and other names such as ‘Gangs of House Goliath’ and ‘Gangs of House Escher’ are either ® or TM, and/or © Copyright Games Workshop Ltd, variably registered around the world. All Rights Reserved. They are used without permission and no challenge to their status is intended.

Londinium

Londinium is an industrial city that expanded rapidly from a small service-industry town due to rich finds of olueum in underlying geological strata. Oleum is an organic soup of complex metalo-organic molecules that provides cheap starting points for many chemical processes. Londinium expanded rapidly with vast industrial plant built to mine and refine oleum – and to service the needs of the itinerant workforce drawn into the city.
Unfortunately, the oleum beds are all but exhausted and the large Consortia have moved out, leaving behind hectares of decaying industrial infrastructure and those who for one reason or another have been unable to emigrate. Wildcatting on a small scale is still possible. And various unregistered operations process raw oleum into high-value chemical ‘substances’ that are worth a fortune in more civilised societies – all the more valuable because they are completely illegal.
Although a City Authority nominally still exists, real power at ground level in Londinium is held by the assorted street gangs who have carved up the city into small territories, often based around a single street. Skirmishing along the borders of gang territories for control is endemic as gang fortunes wax and wane. Above the street gangs are the ‘Firms’ and their enforcers, who control import and export into the city and own the municipal authorities – such as they are.
Note: this happy set up is based on our fair town of London, it’s gangsters, street gangs and the massive illegal drug trade.
All the rules in the original OHSW book stand unless specifically modified.

Scenario 7 – Protection Racket

Introduction

A group of wildcatters have discovered a forgotten underground storage containing several decabarrels of unprocessed oleum that must have been overlooked when the refinery was abandoned during the Londinium mass riots. They bring one of the semi-derelict refineries on the site back into use.
The local area, Dustville, was a completely depopulated zone of largely burn out buildings and wrecked industrial machinery claimed by no gang so the wildcatters assumed they could operate with impunity. Unfortunately, nowhere in Londinium is completely unoccupied. There is always the odd itinerant passing through for reasons known only to themselves so it was not long before word leaked out to both the Limehouse Collective and the Bright Lane Mob.
Both these street gangs had technically claimed Dustville but it had never been worth fighting for: now it was. The objective is to impress the Wildcatters that your gang can provide security and hence should be paid the usual Protection Money.

Battlefield

The battlefield consists of a dense agglomerate of burnt out buildings and industrial plant, leavened with discarded vehicles barrels and spiced up by the odd uncrossable toxic dump. In the centre, place a large container representing the reactivated refinery. The Limehouse Collective set up within 6” of the southern map edge while the Bright Lane Mob set up within 6” of the northern map edge.

Game Length

The game lasts until an army breaks or is destroyed.

Objective

The objective of each gang is to impress upon the wildcatters that they, and not their opponents, are best placed to protect the vital refinery by keeping potential thieves and vandals away so players get victory points for holding the refinery rather than destroying opponents.
Players get 1 victory point for every ganger within 6” of the refinery at the end of each turn.
The player with the highest number of victory points at the end of the game wins.

Limehouse Collective

The Collective are an all-girl street gang operating in the rundown Limehouse region of Londinium. They have an agreement with the Canning Cartel to supply the Firm with high grade narcotics from Limehouse distilleries.

Motivation: 4

Special Rule: the Collective use chemical stimulants to avoid fatigue – their movement rate is +2

People

Gang Leader
Sonata: tubro-carbine, electric whip, leadership (3)

Enforcers
Poppy: turbo-pistol, leadership (1)
Kalee: two pistols, ambidextrous, leadership (1)
Ash: flamethrower

Gangers
3 X shooters with rifles
3 X fighters with pistols

Cost: 41 points

Weapons
Turbo-Carbine: range 24 inches, 1 shot, AP(1)
A target in hard cover gets only 1 card for defence against a turbo shot: this represents the shot smashing bits off the cover in a blast of ‘shrapnel’.
Turbo-Pistol: range 6 inches, 1 shot AP(1)
A target in hard cover gets only 1 card for defence against a turbo shot: this represents the shot smashing bits off the cover in a blast of ‘shrapnel’.
Pistol: range 6 inches, 1 shot
Rifle: range infinite, 1 shot; range 12 inches 2 shots
Flamethrower: range 6”, automatic knockdown on target model plus draw one card for every model within 3”, ignores cover – one card only for defence
Electro-Whip: (i) range 3 inches, automatic knockdown of target, (ii) in close combat draw one extra card

Skills
Amidextrous: can fire both pistols together at the same target using only one action point. 






Bright Lane Mob

An all-male street gang that hire themselves out as muscle to such Firms as are willing to pay them. The Dustville Job is a step up for the Bright Laners as they are trying to carve a little biz of their own.

Motivation 3

Special Rule: Bright Laners use heavy duty anabolic steroids: the resulting extra muscle mainly allows them to carry and use weapons that are too heavy for normal humans to employ comfortably such as (i) large two handed close combat weapons (wrenches, hammers, axes - LCCW) used one handed and (ii) pistols and carbines firing massive slugs so count as turbo weapons.

Gang Leader
Yellow Eye: Turbo Pistol, LCCW, Tough (1), Leadership (2)

Enforcers
Martini (up for a bust any time, any place, anywhere): Turbo Pistol, Grenades, Tough (1) Leadership (2)
Smacker: AGL, LWCC, Tough (1), Leadership (1)
Shog: Industrial Stapler

Gangers
3 X Shooters with Turbo Revolver Carbines
1 X Basher with Industrial Cutter
2 X Basher with Pistol and LCCW
1 X Basher with Two LCCW

Cost 41 points

Weapons
Turbo-Pistol: range 6 inches, 1 shot AP(1)
A target in hard cover gets only 1 card for defence against a turbo shot: this represents the shot smashing bits off the cover in a blast of ‘shrapnel’.
Turbo Revolver Carbines range 18 inches, 1 shot, AP(1)
A target in hard cover gets only 1 card for defence against a turbo shot: this represents the shot smashing bits off the cover in a blast of ‘shrapnel’. Models within 3 inches are also attacked by ‘shrapnel’, draw one card for the attack, one card for defence. Note that this effect only applies if the original target was in cover and was knocked down.
AGL: range 24 inches, 2 shots, two cards per shot – ricochet rules apply but only for the second shot, if appropriate.
Industrial Stapler: range 9 inches, one shot, ignores cover
Grenade: range 9 inches, one shot, blast radius 2 inches
LCCW: draw one extra card in close combat
Industrial Cutter: two extra resolution cards in close combat.

Skills
Toughness: one extra card drawn when defending against a gun or blast weapon (not the electrowhip)

New Weapon Notes

Guns can be projectile or energy shooting. It is a distinction without a difference in game terms.
All fighters carry ‘shanks’ (blades) of some sort that are simply factored into the close combat rules.
Turbo: some weapons are upgraded by the word ‘turbo’ to indicate that they are heavy duty with Armour Piercing 1. Heavy duty in this sense means that they fire an exceptionally strong burst of energy or a large projectile that might be rocket assisted, discarding sabot dart, or otherwise high velocity, and/or a shaped-charge exploding warhead. A target in hard cover gets only 1 card for defence against a turbo shot: this represents the shot smashing bits off the cover in a blast of ‘shrapnel’.
+1 point cost
Electro Whip: can be used as either a ranged weapon or a close combat weapon.
+1 point cost
Large Close Combat Weapon: one extra resolution card in Close Combat per LCCW.
+1 point cost
Industrial Cutter: two extra resolution cards in close combat.
Plus 2 points


Play-Through


The Bright Lane Mob

I played the Bright Lane Mob while my regular playtester Shaun M. took charge of the Limehouse Collective.

The Mob started by cautiously advancing through the industrial wasteland.

Limehouse Collective Snipers

The Mob were almost immediately picked up on the Wildcatters surveillance cameras and Collective snipers moved into position on the ruined gantries high over the refinery to make use of their rifles' long range.

The area around the refinery had been cleared so gave zero cover. I couldn't win a firefight at long range (or short range come to that) with the Collective so my tactics were for my assault gangers to close as fast as possible while my shooters moved into the open to blast the snipers off their perches.

I was relying on my gangers toughness to protect them in the open, the cover-blasting ability of my turbo-guns, and the close combat strength of my steroid-jacked lads.

Down he goes

This little vignette shows what went wrong with my strategy. Unfortunately, I had overlooked the high mobility of the girls. As my first ganger moved in clutching an industrial cutter Sonata dashed down the ladder, ran across the polluted concrete and smacked him down with her electro-whip. 

And anuvver one

Things went from bad to worse as my next ganger moved in and promptly lost the combat against a slip of a girl with a knife.

A pattern emerged: Sonata knocked them down and then the girl with the knife cut their throats.

The End

Meanwhile, as predicted I lost the firefight and all my gangers legged it after Yellow Eye was knocked down by multiple laser blasts.

Shaun won by Four Points to One

Good Game and it actually took an hour.







Sunday, 10 March 2019

One Hour Skirmish - Colchester Club: Cross Of Iron MiniCampaign

The Cast

Steven from the Colchester Wargames Club sent me a report of a mini-campaign that they devised using my One Hour Skirmish Wargame Rules.

Movie fast action was what these rules were designed to recreate so the Colchester club were using my book exactly as intended. I think this group approach wargaming in exactly the right way - to whit having fun with your friends.

I reproduce The Colchester campaign report below pretty much as Steven sent it to me.

Simon played Steiner, Steve played Kruger and Neal had the rest. Steven himself commanded the peace loving Soviet forces.

The Colchester Wargames Club is an informal group that  meet at: Stanway Village Hall, Villa Road, Stanway, Colchester CO3 0RH on every Friday evening 7-11pm.

----------------------------------------------------------------------------------------------------------------------

Game 1 Opening Moves

Game 1 “Good Kill”
Recon platoon to destroy a mortar pit with 3x 82mm mortars and a maxim MMG and their crews and a command bunker.  To take out sentries, play as in close combat but the attacker adds an extra card (so 3 vs 1) due to surprise. If the attack succeeds, then it is a silent kill.  If unsuccessful, then sentry raises the alarm.

Germans, Motivation 4

Cpl Rolf Steiner, MP40 SMG, Pistol, 2 x Grenades, Binos, Leader 3, Inspiring, Lucky

Kruger, Pistol knife, 2x grenades, Fast, Scout, Bruiser

Cpl Schnobart, MP40 SMG, 2 x Grenades, Scout

Köne (bent ear) KAR 98 Rifle, Bayonet 2 x Grenades, Garotte, Bruiser

Axel/Kaiser (Blonde bloke), KAR98 Rifle, Bayonet,  Radio, Scout

Schmidt, KAR 98 Rifle, Scope, 2 x Grenades.  Dead Shot, Bruiser

Russians, Motivation 2
Sentry 1 - PPSh SMG
Sentry 2 - PPSh SMG
Sentry 3 – Rifle, Bayonet

Large Mortar Emplacement
3x 82 mm Mortars
Crew, 1 Pistol
Crew 2, Pistol
Crew 3, PPSh SMG
Crew 4, PPSh SMG

Command Emplacement
Officer, Pistol, Leader 1
Radio Operator, Pistol, Radio
Youngster, unarmed but blonde

Maxim Emplacement
Crew Served Weapon, Wheeled Maxim MMG, 2 x crew, 3 Shots (facing away so has to move by pivoting before it can fire)


The Russians are all facing away from the German approach through woods. They cannot make any actions until the alarm is raised by a sentry winning a combat or by a German shooting or by a grenade explosion. The mortars are firing, making enough noise to mask the German approach.  The Germans may capture instead of killing a young blonde Russian boy in the Command emplacement by beating him in close combat. 

Something Wrong With Our Grenades Today

Game 1 - Result
The Germans killed all 3 sentries silently but Kruger and Steiner missed with their first grenades into the mortar emplacement - rather embarrassing.  The Command bunker copped it from grenades but the young lad managed to survive.  Rather worryingly, the Maxim MMG turned around and was just lining up its three shots but Schmidt slotted one with his telescopic sighted rifle and Cpl Schnobart got the other crewman before it could fire.  A second set of grenades wiped out all 3 mortars and that was game over.

A German win with no casualties ("Good Kill") but they were a bit miffed not to have the Russian boy as a captive - he legged it off the board.

-----------------------------------------------------------------------------------------------------------------------

Urrah

Game 2 “The Death of Leutnant Meyer”. A defensive action against a large Russian assault. Action centred on a tripod mounted MG34, with the Recon platoon and Lt Meyer at the centre of the action. Capt Stranski runs around at the back, controlled by the Russian player.  Russians work as horde, so just keep coming until a time limit is reached, when reinforcements arrive on 30 points as in the Zulu scenario in the One Hour Skirmish rulebook.

Germans, Motivation 4

Survivors of Game 1, any of which can substitute an MP 40 or PPSh SMG for rifle, (Steiner gets a PPSh from game 1) plus:
Lt Meyer, MP 40 SMG, Pistol, Leader 2
Pte Dietz, KAR 98 Rifle, Bayonet 2 x Grenades (“They are sending us babies now”)
Tripod MG 34 Crew – Crew served weapon, 3 shots

Cpl Schnobart counts as Dead Shot on MG34 if he joins the crew after either are downed or killed.

Captain Stranski (“Heroic Horses Ass”), MP 40 SMG, Pistol, Leader -2, controlled by Russian player using their action points, has a -2 morale effect when within 6 inches of the Recon platoon (so he negates 2 of Steiner or Meyer’s leadership)

Trenches count as hard cover so +2 cards.
After checking Army Morale at the end of each turn, the German player draws a card and notes the value.  Once this total has reached 30 the game is over as reinforcements arrive from Battalion and Steiner is wounded by an explosion.

Russians, Motivation 3

Officer, Pistol, Binos, Leader 2
8 x Ivans PPSh SMG, 2 Grenades
8 x Ivans Rifle, Bayonet, 1 Grenade
1 DP LMG Crew Served Weapon, 2 Shots, can move but costs 2 actions

Any Russians killed reappear at the tree line in the following Russian turn


Random Events, large artillery shells, AP 5, 3” radius 3 cards attack, 3-5” radius 1 card attack.  Centre of table, draw 3 cards, 1st card = clock face, next two cards = distance from centre of table. 

Lt Meyer's Charmed Life

Result

The Russians suffered from consistently low action point cards so never really got their attack going.  The Recon platoon deployed swiftly and started taking out lots of Russians. There were a couple of close shaves from the random artillery and the Russians shot up the tripod MG42 but, with Cpl Schnobart working it, the Germans wasted Russians fast - just as in the film.  Lt Meyer was never really threatened though, other than by an artillery shell which he survived. Then the Russians turned an ace on their morale check - with lots of casualties it was game over.  

Again, no German casualties, Capt Stranski never really got going due to the shortage of Russian action points.  
.
--------------------------------------------------------------------------------------------------------------------------

Escape


Game 3 “Tank in the Factory” Another Russian assault but focused on the T34/85 in the factory part of the action. 

Germans, Motivation 3 due to stress, casualties and Stranski’s influence in the absence of Steiner.

Survivors of Game 2 (excluding Capt Stranski and Lt Meyer if they survived)

Option 1, add 3 x Teller mines to any Germans, close combat contact placed, AP5

Option 2, add a Pak40 75mm gun, AP7, 3” radius or an IG18 75mm Infantry Gun, AP4, 3” radius.

Russians, Motivation 3 as they are now seriously on the attack

T34/85 Medium Tank, Armour 4/2/1, 85mm Heavy Tank Gun AP7, 3” radius, coax and hull MG, arrives on Russian turn 3

Commissar, Pistol, 2 x Grenades, Leader 2
4 x Ivans PPSh SMG, 2 x Grenades
4 x Ivans Rifle, Bayonet, 1 x Grenade


Result
Game 3 was quite a laugh as we used my 1/72 scale motorised T34/85, which actually managed to climb into the factory on its second move under its battery power. The Russian infantry were again too short of action points to get going fast but on Turn 3 the tank rolled forward and started slaughteringthe tail end of the Recon platoon.  The Germans just managed to get the key people out of the tunnel but Köne and Axel got wasted by the T34, both red card deaths at the end of the turn. 

The Victor

Overall Conclusion

Great fun, quite close to the film in Games 1 and 3 but in Game 2 the Russians just kept turning over low action point cards: stuff like this happens in real war and in some films though, so very enjoyable evening.  We used a mixture of 1/72 figures, by Pegasus, Italeri and Revell and lots of Amera and Bellona vac formed terrain for an old school vintage feel.



Saturday, 20 September 2014

Review: Song of Shadows & Dust

Song of Shadows and Dust is an urban conflict skirmish game - but a rather original one. It is based on the lawlessness and conflict in the cities of the Roman Empire during the late Consular period and the Early Principate, roughly the first century BC.

The author is Nicolas Wright and the game is based on the popular Song of Blades and Heroes skirmish engine devised by Adrea Sfiligoi.

Song of Blades and Heroes is a stunningly simple system. Models only have two characteristics, combat ability and morale. It achieves this by using a variety of unique special rules that are thrown onto the scenarios. This is very much a story-based game that is entirely unsuited to competition play or rules lawyers. Games last less than an hour so it is possible to get an entire campaign into an evening.

Heart of the game are the activation rules. To activate a model, a player throws one to three dice - his choice - and every successful throw as measured against the model's morale factor allows one action. Actions are basically move or fight. However, as soon as a player rolls two misses his turn ends immediately, without being able to activate his remaining models.

Very simple but intricate game play. In that property it reminds me of In Her Majesty's Name - although the mechanisms are different.

Song of Shadows and Dust rules are a complete game. You don't need the core rule set. Many preprogrammed 'characters' are listed. Characters include people like: Militia Officers, Magistrates, Faction Leaders, Street Leaders,  Patriarchs, Politicians, Gladiators, Prophets, Witches, Courtesans and others. There are also pregenerated plebs: Militia, Henchmen, Retired Soldiers, Apprentices, Assassins, Muggers, Thieves Urchins, Gladiator Bodyguards and so on.

There are some lovely touches. For example, your forces may get distracted by a model such as a famous beauty or a popular soothsayer, or kicked over by an ass.

That brings me to a key point. The city is full of neutral civilians that can get drawn into the fight. One of the characters is the Demagogue who can make a speech to start a riot. Off hand I can't remember another game that handles the civilian side of an urban conflict so elegantly.

Similarly the game ends when seven people drawn from any mix of factions or neutrals are 'killed' (injured badly enough to be out of the game). The logic is that the mayhem is reached such a serious scale that the authorities have summoned soldiers. Everyone clears the streets before the Urban Cohorts or equivalent arrive.

Models come in three types:
Unarmed: civilian improvised hand weapons from a knife to a club or something agricultural
Armed: military grade hand weapons weapons like swords, spears and shields (very illegal for civilians to carry these in Rome)
Projectiles: slings and bows

Civilians can come together to stone some unfortunate :)

This is a great game - simple, tactically challenging, atmospheric, well thought out, historically accurate.

You don't need many models but you will need civilians. Some great packs are available from Foundry.

With Song of Shadows and Dust you jump straight into the worlds of Falco, Marcus Corvinus, Gordianus the finder or Vespasian - by chance I have just read the Crossroads Brotherhood by Robert Fabbri which is about one of the crossroads collegia in Rome. Such collegia were a sort of cross between a religious group, trade union and organised crime network.

Next post I will take us through a game. Watch this space.


Sunday, 13 July 2014

IHMN: Sand of the Desert is Sodden Red





The year is 1886. Wolsey's Khartoum relief expedition has failed. Despite the British winning every battle, they lost the war. The Relief Expedition is replaced by the Frontier Force which garrisons Wadi Halfa on the Egyptian southern border up near the second cataract of the mighty Nile. Conditions are hellish with temperatures of 122F recorded in the men's tents.

The newly arrived Dorset Regiment is soon christened the Dying Dorsets as they lose one third of their strength without hearing a shot fired in anger.

A half company of men camped out by some ancient ruins by a tributary of the Nile is down to just eight effectives when a friendly river Arab dashes into the camp with the awful news that the Khalifa's Merry Men are coming. Sergeant Shaun Murphy has just enough time to form a defensive line.






We used the IHMN rules to recreate an historical skirmish between the Ansar and the Dorsets on the frontier.

The Ansar raiders, commanded by El Jon, a cousin of the deceased Mahdi sent North by the new Khalifa to get him out of the way, consist of eleven men armed with properly Islamic weapons: swords, shields, and spear. They also have verses of the Koran in amulets worn on the body that are guaranteed to turn the British bullets to water (so they get the water bullet advantage).

They are supported by six Jehadiya African riflemen. These warriors are not true believers so do not get the water bullet advantage. I class their guns as carbines despite them being Remington breech loading rifles captured from the Egyptian Army because the Jehadiya tended to cut the barrels down and knock off the sights. The Jehadiya cannot use volley fire.

The Ansar objective is to kill all the infidel.

The Dorsets want to survive.





Let battle commence.

The Ansar dash forwards in one of their bounding charges while the Jehadiya lay down a desultory supporting fire with their usual inaccuracy.

The Dorsets fall back slowly, firing aimed shots and the Mahdists start to die.






The Ansar pile into the British line to be met by determined bayonet work.



The Dorsets fall back 'by the numbers', one half of the unit laying down withering fire as the other retreats through them. Two Dorsets fall to spear thrusts and a third is trapped but they sell their lives dearly.




The Ansar charge peters out after skewering two more Dorsets.

Sixteen Mahdist fanatics stain the sand sodden red.

Veteran Sgt Murphy advises his men to bayonet the Mahdist dead 'just to make sure'.

A great fun game. IHMN works really well as a colonial skirmish game. Of hand I can't think of a better set of rules for the job.



Tuesday, 23 October 2012

Bolt Action Rules: First Impressions


   I purchased the new Bolt Action Rules from my FLGS, Rochester Games, for £25. First impressions is that it is physically good value, at a 216 page hardback. Strangely the writers names are omitted from the front cover. It is credited to 'Osprey & Warlord', which means nothing, or less than nothing as far as Osprey are concerned, given their track record with rules.
   However, inside, in microprint, it admits that Alessio Cavatore and Rick Priestley designed the game. Hello, Osprey, the lights are on but there's no one home - is there? Cavatore and Priestley are two of the best known and most celebrated wargame designers in the world. If you want to sell the book you put their name on the front cover. I believe this is known in the business world as marketing.


   The pedigree of the work is clear on a read through. The rules are well laid out, readable and complete. They make sense and after one read through that took about an hour or two. Then one can play a game using the helpful rules summary sheets and tables at the back. In short, this is a professional job.


   The book has nice pics from the more recent Osprey books and photos of Bolt Action Miniatures.


   Army lists for 1944 British, German, American and Russian armies are given and I understand that there will be a raft of army list supplements.



   The game is clearly designed for Warlord's 28 mm range. An army consists of one or two platoons reinforced by vehicles (suggested one light and one heavy) and heavy weapons. The army lists make it clear that the generic scenarios included assume 1000 point armies. 

    Above is a 1000 pt Russian army for Kursk (yes, it's '43, I know) from my collection. The infantry are Plasic Soldier 28mil, the BT7 light tank from North Star Miniatures (can't remember the brand), and a 1/50 Corgi Russian Lend lease Churchill with 6pdr. The infantry are regulars and the vehicles inexperienced.

   The points buy a platoon with a command squad led by a captain, two rifle squads of eleven men supported by an LMG, and a section of tank riders with SMGs, an LMG and anti-tank grenades. The platoon is supported by an anti-tank rifle, an HMG, and a 76mm general purpose field piece.

      The Churchill was a serious piece of kit in ’43 with heavy armour and a medium AT gun. In reality it was less useful than its specs suggest as it was mechanically temperamental, especially with Russian crews, and slow. The light tank is a death trap. Russia only kept making them because they could be manufactured on car production lines that couldn’t make T34s. A mistake, as all they did was cost the lives of crew.


   The German army is veteran. It represents elements of the Gross Deutschland recon battalion and assault gun battalion, which were used as a spearhead at times during Kursk. My points bought me a command unit lead by a 1st lt, two rifle squads with LMG Spandaus, an assault section with Schmeisers and another Spandau on a tripod as an MMG.The infantry and Hanomag are 28mil from Warlord.

   Vehicles include a Stug III assault gun, and SDKFZ 222 light armoured car and a Hanomag. The Stug is Tamiya 1/48, and the AC Hobbymaster 1/48

   It is quite clear that this is a skirmish rules set with limited forces. A full one thousand point army could easily be assembled for under £100.
 



 For my first test game with Shaun, I set up two 650 pt armies of six tactical units each in Normandy. My forces, the dastardly Hun, had a veteran Stug and Hanomag and a three section platoon of regulars with command squad.

   The command control system is one of the fashionable 'alternate by section' systems, which is why you can't use too many units. Each player puts chits into a mug equal in number to the number of tactical units in the army. Chits are drawnone at a time allowing the lucky player to move a unit.

   Units may be given one of six orders: stay still and fire; move and fire with a negative modifier; run - double move; ambush - go on overwatch; rally - remove pin markers; down - stay still and go to ground. This all takes time compared to a straighforward IGO-YUGO, hence the small armies.

   Firing, line of sight, and movement are all pretty standard. Hits lay on pin markers even if there are no casualties, a bit like Hammers Slammers: these affect morale checks and firing. There are no 'spotting' rules.


   My opponent were a veteran Royal Marines platoon supported by a Centaur. We played the centaur as a medium howitzer rather than a light (to up its armour penetration). The battle quickly came down to a duel between the Stug and the Centaur. This is a problem with WWII skirmish armies with one tank each: the resulting duel can have a disproportionate weight on the outcome.

   The Centaur piled pins on the STUG without penetrating its armour, but affecting my accuracy. I fired five times at the Centaur. I missed twice, I hit twice without  penetration, and I knocked out the tank on my fifth shot (6th turn).



   Shaun advanced a PIAT team forward but missed the STUG. I had taken the precaution of protecting the assault gun with a rifle team that shot up the PIAT team.

   Shaun conceded at this point as he had no realistic way of dealing with my armour. My first thoughts? It plays smoothly albeit I found the command system a bit fiddley. In a smallish army the tanks were overmighty, probably less of a problem with a full 1000 point army. Even so, each player will probably only have one MBT, two at max.

   Recommended, but don't expect to field big forces.