Category Archives: Miniatures

Beginning and Confluence

Finally started pushing cardboard, but immediately ran into problems.  Not unanticipated, but one of them brought the session to a halt.

Movement phase difficult because counters are damned fiddly.  Movement trays?  Bad thought. Cardboard is easy, right?

The French advanced with skirmishers front, engaging each Spanish regiment.  I do like the way the game looks!

Then, another problem:  Casualties.  The game calls for a detailed accounting of losses.   Makes the fiddiliness of moving regiments pale in comparison.  So, in the name of my sanity, decided to assign losses to the entire regiment, removing company counters for each 10 percent loss of the regiment’s total strength.  Skirmishing companies will be accounted for individually.

Drafted up a regiment, company strength, total strength worksheet.  A picture is shown below.

Crude, but hopefully effective.

While messing around this morning found this link/article over at Web Grognards.  Confluence of events?

Will give it another try this PM.

Mired and Dumb

Thrashing now.  Trying to reconcile the game system with reading Napoleonic tactics.  Disconnect with battalion/regiment frontages and depths.  Of course, all of these book dictates are conjectural, based on manuals, pundits, and the revisionist interpretations of manuals and pundits.

One hex in Squad Leader is 40 meters or just over 43 yards.  The hex width is 3/4 inch.  Counter frontages in System 7 are one inch equals 40 yards.  Battalion frontages were 75 yards.  Not a match, but close enough.

The real problem appeared to be  a company counter depth of 5/16 inches or roughly 14 yards in scale.  According to my interpretation of a Chandler, a six company battalion advancing in column would have an overall depth of 15 yards.  This is problematic, especially since according the rules, maximum stacking is two companies, which leaves a depth of 42 yards per battalion if attacking with two companies abreast.  All of that just doesn’t make sense and at this point I was dizzy.

Somehow came to my senses, looked a few more resources, had a pop…..ahhhhhh…the depth was 15 yards per company or  45 yards.

Heavy sigh……

 

 

 

System 7 Even More Startup

Wargaming involves a lot of preparation.  Reading rules, understanding rules, punching counters, set up, the inevitable initial rule foul ups and finally, an understanding of how the game mechanics work.

But, there’s also the understanding the period piece of any game.  Background reading is always helpful, because you want to “play the period”.  While the game designer is tasked with this, it’s up to the player to appreciate the intent, and play the game as intended.

System 7 is a miniatures game played with cardboard on cardboard.  In theory, there are no tactical constraints.  It’s up to the player to make it a simulation.

Spent the last few days getting things ready.  The handout accompanying the counters implores the player to cut out the counters, not punch them.  Good advice.  The punched counters I inherited have those unsightly “chads”.  Lots of x-acto knife work, but worth it.

The other prep piece is some reading on background and tactics.  I’m not that interested in Napoleonics, but I have a few helpful books.  Here they are.  Again, I’ve collected these over the years, all used, at reasonable prices.

This is the Mother Ship.  If you can only have one, this is it.

Elting is completely underrated.  Also has done some wonderful work on US military uniforms.

Chandler again.  Formal, and informative.

Informal and compelling.  Fun Read.

Everything you ever wanted to know about The Guard.  Can also serve as a doorstop.

OK…..Now play the damn game.

Tanks – BEF Breakthrough Pt III

Had too much fun yesterday with another session of Tanks.

This time it was the A-9s and A-10s (Cruisers) versus the Germans.  And, this was a wild one.

The Cruisers formed a box formation, veering to the West in an attempt to exit the map.  The Germans used their “Blitzkrieg” ability (can use the repair phase to make extra move, for a total of 3 moves in a turn), to get into the copses and prepare for stationary fire under cover.

The British engaged immediately, and managed to knock out the Mk III, as well as getting into a multi-tank and point-blank duel with a Mk IV.  After knocking out the Mk IV, the remaining British threw caution to the winds and took multiple moves, risking breakdown on a die roll of 6.

One Cruiser broke down, but the others were able to move off the board.

Cruisers Advance. Panzers will use their “Blitzkrieg” move to get into the woods.
Gunfight At Close Range
MkIII Knocked Out. Cruisers Maneuver Past A Burning A-9.  While An A-10 Brews Up In The Copse.  The Mk IV Will Get Theirs In The Next Turn.

That’s it for Tanks (for awhile).  Next up….Storm Over Arnhem.

Tanks – BEF Breakthrough Pt II

Pitted the Matildas against two Pz IVs (short) and a PZ III (short).

This time, the Germans opted to head for the copses, allowing for some stationary firing (can re-roll firing dice), as well as a modifier for cover.

The Matildas stuck to their earlier plan, with the Mk IIs providing cover for the Mk Is.

This time, the heavier guns of the Panzers brewed up one Mk II.  However, the other pair of Matildas threw caution to the winds and risked breakdown (die roll of 6) by moving two bounds in a turn.

Fortune was with the Matildas as their armor and luck allowed them to bypass the Germans and move off the board to engage the now  exposed Wermacht infantry units.

Panzers Take Up Stationary Firing Positions Ready To Engage Advancing British
Matilda Mk II Burns
Despite Three Hits, Matilda Mk II Braves Point Blank Fire.

Tanks – BEF Breakthrough Pt I

Decided to get on it and set up Tanks downstairs.  First chance to use BEF armor.

Threw out tiles and randomly slapped terrain mats down for a fight between Matildas and light German armor.

British orders were for the the Matildas to exploit a breakthrough (a quasi often gamed Arras maybe-it-would-have-been-something-decisive scenario).

After much wailing and gnashing of teeth I settled on ratings for the Matildas.

The Two Matilda Marks At The Top
The Pz II Defense Rating Should Be A “1”

The machine gun armed Matilda I is virtually useless against armor, but can hammer German infantry.  The Matilda IIs guided the little waddlers, while fending off the German armor.

The Panzers pressed their attacks, but the combination of British armor thickness and good die rolls were too much.

Matilda IIs Protecting The Little Matilda Is
Panzer 38ts Destroyed In Close Combat

Another fun, fast game.  Next up……Matildas vs. The Panzer Varsity (Mk IIIs and MK IVs).

Tanks – Brit Cruisers Finished

Finished them up right before I left for a Southwest hike/bike/drink-beer-with-friends trip.

The A-9 didn’t have a power turret, and both A-9 and A-10 had a variety of mechanical problems.  The question I’m mulling is how to reflect that in the Tanks rules without starting down the slippery slope of too much chrome.

Instinct is to have a die roll if the tank moves more than 1 move in a turn.  Roll of six, tank breaks down, and must be repaired in the appropriate phase.  Maybe use the Bail-Out card, in which the crew abandons the tank and no firing that turn.  It’s an idea.

Here’s a hasty photo of them.  The two A-9s in the front.

Tanks…. Brit Cruisers

Purchased Plastic Soldier Company’s Cruiser Tanks.

Function of bad packaging by Zvezda and bad thinking by me.

Zvezda markets their Mk IV tank as a Crusader.  Not the case.  It’s actually an A13, which would have been just fine for my 1940 Brit vs. Germans skirmishes.  But no….overthought plus faulty research (there’s a great combination) resulted in the decision to make the purchase of PSC’s A9s and A10s.

Not a bad thing.  They’re fun, especially the wacky A-9.  But, the assembly process was something.  Not to complain, because any company that will create  quality models of this type of obscure and ineffective AFV is to be commended.  On the other hand, here’s a scan of the turret assembly.  OK, I’ve been spoiled by that snap-fit world……

 

There were problems.  I’ll ascribe those to my ham-fisted modeling techniques and lack of perceptional awareness.   It took me two tries to figure out that you build the turret from the bottom.  Yes, look at the damn thing from the bottom while manipulating the pieces with glue soaked fingers.

Resulting fit was not the greatest, but I used my New/Old Best Modeling Friend.  Apply, sand, prime,  base coat and everything will be just fine.  That’s the best thing about AFV modeling…….cover mistakes with dirt…..that’s authentic!

Early War Tanks

Had a quick game this afternoon.

Used my draft cards for early-war German and Soviet armor.  They are a real beta given my lack of proofing and child-like work with the scissors.

A Pz-II and Pz-38t tasked with stopping a break-thru by a BT-5 and two Soviet T-26s.

Terrain was placed helter skelter.  Both sides used maximum maneuver to take advantage of terrain and the accompanying speed defense modifiers.

Fun little game.  Germans had an early edge using their higher initiative ratings, but just couldn’t put away the Soviets, especially with the Pz-II’s popgun of a 20mm worth only one die in the attack.  But, they almost pulled it off.

Here’s a few photos.

Early Maneuvering. Pz-38t Heads To The Woods.  New Card In Foreground.
Pz-II Sets Up For Flank Shot On BT-5.
Attacking The Pz-38t Now In The Woods.  German Wants Cover/Stationary Mods.
PZ 38t Leaves Woods Trying For Point Blank Flanking Shot On T-26.  Iron Dice Of War Say NO.
Iron Dice Of War Say BLAMMO! BT-5 Gets The Pz-II.
Pz-II Burns Unavenged While Its Kamerad Flees.  German Counterattack Fails.

Extremes

Continuing to work on the Tanks project.  It really is a fun game, and “game” should be emphasized.  That’s not a bad thing.

Finished up the early British tanks this past weekend.  Now have the following early war tanks:

Soviets:  T-34 (1940), KV-1 (1940), BT-7, 2x T-26s.

British:  Matilda MK 1, 2x Matilda MK II

German:  2x PZ IV, PZ III, PZ II, PZ-38

Spent way too much time messing around with the card template over at Boardgame Geek.  The author did one helluva job, but the GIMP graphics system is not intuitive, and these early war tanks need some lower values than provided in the template.  I’m working around it/with it/through it.

At the other extreme, am spending time with ASL, gingerly working myself up to dealing the AFV rules.  We’ll see how that goes.