Showing posts with label Italeri. Show all posts
Showing posts with label Italeri. Show all posts

Monday, 5 February 2018

Random photoshoot

Its been a while since I had these guys out of their boxes. Wasn't in the mood to use them in a solo game so I decided to just put some of them down for a photoshoot.

All the terrain is scratch-built except for some of the buildings which are printouts from Paper Tiger Armaments.

The Infantry are a mix of ESCI, Italeri, Ceasar miniatures, Plastic Soldier Company, Armoufast and Pegasus Hobbies.

The vehicles are from Armourfast, Italeri, Plastic Soldier Company and Pegasus Hobbies.

German defenders deployed somewhere in the Soviet Union

Soviet juggernaught incoming

Faux fur thatched roof.


Couple of thatched roofs made from hand towels.







Sunday, 3 March 2013

What I've been doing

What I've been doing

When in previous posts I said I hadn't done any war gaming related things I was exaggerating slightly.

Since August, I was doing stuff, but I would sit down, do a little bit and lose interest after a few minutes.

Recently I finished off a bunch of things that had been sitting around.

The rest of my Plastic Soldier Company Late war German Infantry, the SMG ers

The rest of my Plastic Soldier Company Late war German Infantry, the Rifle armed troops

A Pair of Armourfast Pnathers

Trumpeter Sturmgeshutze III A

Italeri Opel Blitz Ambulance

A pair of Armoufast Sd.Kfz 251/1, technically not finished I need to add the MGs

A pair of Pegasus Hobbies Soviet BA-6 Armored cars

Monday, 23 January 2012

Fireball Forward playtest

For the last few months I rarely have been in the mood to game.

The few times I was, I couldn't be bothered as I knew it would involve a long process starting with clearing an area in which to game (holiday clutter still hanging around), then assembling my table and then another hour to ninety minutes to set up the terrain and pull the troops.

I decided it was time for a game and I was, and still am, interested in an upcoming WW2 set called "Fireball Forward" as its the same scale as Squad Leader i.e. each unit is a squad, half squad, special weapon team (Heavy machine gun, bazooka, gun crew, et al), leader, vehicle or gun. So I built some quick multi-figure bases, as my troops are singly based. There is a Infantry only play test package on their site, which includes a simple scenario, which recreates easy company's D-Day assault on a German artillery battery, as I had played the trail scenario several times I thought I would try converting the Skirmish campaign scenario Hedgerow Hell to a FBF game. I inflated the map to fill a 4'x4' table and increased the forces, and will play it a few times to balance it.

So last Friday night I did the preliminaries i.e. clear area, build table, pull terrain and troops, with the intention of spending most of Saturday play testing. Unfortunately a broken shower head saw me spend most of the day Saturday trying to find a way to fix or replace the ball joint, which I had finally done by 3 in the afternoon. I had been running around hardware stores since 10 in the morning, so I was a bit tired and only managed to get a single playing in.
The American had 1 squad and a rifle team in one platoon and a HMG and 2 rifle teams in the other platoon. The Germans had 2 platoons of 2 squads, a platoon of 1 squad and 1 rifle team , plus 2 HMG teams.

My flaky camera was acting up again so I only got a few pictures of the last turn.
Some pictures showcasing my terrain.





  
I couldn't play Sunday, my local miniatures group had our Pontic vs. Roman grudge match.

Thursday, 14 July 2011

To Do - German WW2 Infantry

Having enough German infantry painted to play most games. It is taking a long time to reduce my mound of unpainted German infantry.
Plastic Soldier Company Late war German infantry; base coated, where they've been for the last 2 months.
Caesar's: German infantry (Late war) mostly armed with the Sturmgewehr '44
More Caesar mostly PzGrn set 2/
Caesar German infantry (early war)
This box not even opened yet, I only got it in April though.
These ESCI German soldiers will probably never get painted because the preceeding sets have the same poses but look much better.

Eventualy I am going to paint some SS to stiffen my Wehrmacht troops, when I can brave myself to try camo.
Pegasus Hobbies SS (set I), I've had this box for 3 or 4 years.
Pegasus Hobbies SS (set II)  I've ONLY had this box for 2 or 3 years, I got it the year after set I.
These Armoufast Machine Gun Team will be their Machine gun support,

Gallery- WW2 German Wehrmact

My Wehrmacht force consists of a mixture of ESCI German Soldiers, Revel Armoured Infantry, Caesar's German infantry, German army (late war), German army (early war, even though they are'nt called that) and Panzer grenadiers Set 2, and some Armoufast WWII German Machine Gun Team.

A full platoon: 3 squads, platoon HQ, 2 Hmg Sections and a Panzerschreck team

Additional riflemen

Additional Smg, leaders and assistant MG loaders.

Friday, 24 June 2011

AAR - Post Apocalyptic game

Agony in Stony Places


I played this game last year in August but thought I would add it here.
This was a solo play of "Agony in Stony Places" from Ambush Alley Games  "Wasteland" Scenario pack for its Special Operation Group members. 
Rules used were First edition of "Force on Force" by Ambush Alley Games

It is the Year 65 since the Devastation. No man yet lives who survived the events that shaped the world into what it is today, although some things that can no longer claim the title man may linger still. Those who care about such things are divided on the nature of the Devastation. Some say that the Great Powers of Before lost patience with one another‟s existence and decided that it was better that they all die together than endure a stalemate one more day. Others say that a inimical forces from beyond our world set their hearts against us and rained death upon us from the stars. There is no shortage of earnest ministers or wild-eyed prophets who put the Devastation in God‟s hands, claiming He had become irked by the arrogance of His own creation. 
For most, the only fact concerning the Devastation that matters is the fact that it occurred and transformed our world from the garden it was Before to the Wasteland it has become. Gone is man‟s predominance over the earth. Where once he was the steward of the globe, today he is only master of whatever small patch of land he can hold before the hardships of nature or the envy of his fellow brings him  down. Little Republics, Kingdoms, Caliphates, and Theocracies rise and fall with a rhythm determined by the enmity of nature, internal conflict, and wars with their neighbors.
Nomadic raiders wander the vast, depopulated tracts of land, preying upon traders and misguided adventurers who seek out the treasures of their ancestors' dead cities.
What little remains of man‟s former technical glory has been turned to the sole-purpose of accelerating his extinction. Some vehicles still run, but most bristle with guns and a rusting motley of armor. Some factories continue to run in a pale reflection of their former powers of production – and most of them pour out guns and bullets for any warlord that can provide them with resources and profit. But all of man‟s technological glory is not lost – some of it lives on to hound him into his grave. Not all machines lose their will to destroy when the war that spawned them ends. 
This is the world After. This is the Wasteland the Devastation has made of the world, a wasteland worsened daily by the contentious, warlike nature of man. Still, there are glints of man‟s better lights to be seen here and there. Stable communities do exist, some dating back to Before. 
Harlin's Corner is one of those places. 
The Central Republic is a self-proclaimed “nation” that has expanded to control a significant amount of territory a few days march north of Harlin‟s Corner. The Republic is militaristic in nature and refugees who have escaped to the Corner tell tales of extremely restrictive laws and arbitrary brutality against civilians by the Republic‟s soldiers.
The first major conflict between the Barony of Harlin's Corner and the Central  Republic came in the spring of 65 S.D. 
Acting on intelligence received from hired raider “scouts,” The CR mounted an assault against the Barony‟s westernmost Stead, that of Sir Al Prufrock.
 The CR committed a reinforced platoon of their top line troops in the attack, which was aimed at cutting a key trade route linking the Barony to the so-called Western City States. All Prufrock had to meet the threat with was his personal retinue. Still, the one of the knight‟s patrols had spotted the CR force without being spotted themselves.
So, with couriers speeding towards the Corner to the east and the Order of the Phoenix chapter house to the west, Sir Prufrock prepared to meet the enemy at a spot of his choosing.

Looking South into Sir Al's lands.
Here's what Lt. Richards saw.
Here's what Sir Al Prufrock had waiting for him.

Forces

Barony of Harlin

Sir Al Prufrock and his personal retinue (ESCI's American Infantry)
Prufrock's Men-at-Arms  (ESCI's American Infantry)
Prufrock's Men-at-Arms MG team (IMEX's Korean War U.S. Infantry)
Prufrock's Levies (Mostly Caesar's Partisans in Europe with some ESCI and Revell American Civil War Confederate Infantry and ESCI North Vietnamese)
Troops of the Phoenix Order (Caesar's SAS)
Baron Harlin's Cornered Dogs (ESCI's U.S. Elite Forces)

Central Republic

Republican Infantry (ESCI's WW2 Soviet Infantry)
Republican APC (Hasegawa M3A1 Halftracks)


Set up:
Levies support the machine gun team on the small hill. Sir Prufrock entrenches in a copse of woods near the road.
Sir Prufrock places some men-at-arms in the middle of his line, hopefully stiffening the levies on the big hill.

Turn 1:
Republic APCs arrive, and are quickly engaged with long range MG fire, buttoning up one and lightly wounding the gunner of the second.
But their task was to locate the Harlinites and to ease the advance of the infantry, the first squad advanced to the APCs and engaged the Harlinites on the hill to their front, getting heavily shot up but doing damage, then third squad passed through them and rapidly closed on the gully and finished off the Harlinites.

Third Squad passes through the first squad reaching the gully.
Second squad moving forward drawing fire, taking casualties, but doing some damage.
The Harlinites entire left flank is down. Third Squad has managed to clear the big hill of hostiles.
The Harlinite Right is in a bit better shape, mainly because Republic troops concentrated elsewhere.
The Harlinite plan was to voluntarily fall back, when the third squad arrived, but due to heightened Republican Troop Quality consistently lost the reaction tests and got waxed. As the 1st fire team of 3rd squad entered a Harlinite Fog Of War card increased the Troop Quality of the Republic troops from D8 to D10 for the rest of the turn (I modify the ' Better than they look ' card, I feel it is far too powerful as it is written, so I have it increase either Troop Quality or Morale and just for the rest of the current turn only instead of BOTH for the rest of the game), which resulted in many of the casualties, an earlier Republican card had increased the Morale of the Harlinites. 

Turn 2:
An APC advances to the crossing point exchanging fire with MG team and levies on the small hill,
Central Republic Left, supporting the advance of the APC.
Republic troops cross the gully unopposed, Sir Prufrock moves to cover his Left flank.

Turn 3: No fighting occurs this turn.
One of the APCs crosses the gully as does part of 2nd squad. The second APC moves so it can cross next turn.
3rd squad swarms onto big hill, not even bothering to deal with the wounded harlots. Sir Prufrock falls back a bit.


Turn 4:
An APC moves forward and fires upon Sir Prufrock's command group, which returns fire re-wounding the gunner, the Second APC crosses the gully. The first and third fire teams of 3rd squad advance into LOS of Sir Prufrock and engage in Firefights dropping the brave Knight to the ground.
Then Lt. Richards advances to the Knight and dispatches him and all his sycophantic lackeys.
The dice gods(tm) just shat on Sir Prufrock, as he could not win a reaction test or cause any casualties.
Reinforcements arrive for the Late Sir Prufrock.
Which just increases the pile of bodies in the middle of the field.

Turn 5: 
The Second APC moves forward and fires upon the Order of the Phoenix in their distinctive Red Chem Suits, but a quick reaction with a HPAT Grenade and small arms fire kills the gunner and forces the driver to bail out (that's him in the fox hole). he other APCs gunner attempts to open fire but the Order are quicker and inflict 3 hits on him
The Republican Left occupies small hill.
The remnants of 1st squad move onto the big hill, which has duking it out with the Order.
The Order try to fall back into house, but are not entirely successful.
Until that boneheaded move they had no casualties.

Turn 6: 
Sensing victory Lt. Richards orders his men to cover him i.e. the three fire teams on the hill go on overwatch (hopefully forgetting the crucifixions he ordered yesterday) and rushes forward.

The Order again tried to react with movement, into the building, when Richards made his move, but the 3 overwatchers interrupted their plan by all succeeding, so they had to endure three 5 dice shots eventually they were all down, before Richards actually got to shoot.

Turn 7: In an almost carbon copy of last turn Richards puts his hilltop troops on overwatch and opens fire on the Order, which tries to shoot it out with him. Overwatch again deals with them, this time wounding all of them, someone will have to come check them. 
The overwatch watches over the lieutenant and puts paid to the Order of the Phoenix, though they do a bit of damage
The driver re-enters his APC. Lt. Richards promptly orders it to cross back over and report to HQ.
Some of the the Baron's "Cornered Dogs" arrive And take up positions in and around the manor house.


Turn 8:
Richards fires upon the manor house, drawing fire from the occupants which draws a lot of overwatch fire.
Things look a tiny bit brighter when the Republic draw this Fog Of War card.
The APC crosses back over the gully.

Turn 9: Goes the same way as turns 6, 7 and 8, overwatchers waiting for the Baron's dogs to come out from behind the house, but the dogs decline to move. The APC leaves to report garnering Extra Victory points for the Republic,

Turn 10: Richards loses patience with the Baron's dogs and occupies the house, drawing fire from said dogs, then the troops that were previously providing Overwatch move to get LOS to the Dogs in the road.

Game over, except for the tallying of Victory Points.
Barony of Harlin:
19 points for KIAs and serious wounds inflicted, 
3 points for 1 Republican unit North of the Gully.
22 Points Total
Central Republic
58* Points for KIAs and serious wounds inflicted 
8 points for 4 units South of the gully.
5 points for exiting a APC off the North edge before end of turn 9.
6 points 3 for for each undestroyed APC.
77 total points  
* A post game First aid check resulted in 11 of the 18 unchecked wounded being alive and therefore POWs in which case the Points work out as follows:
36 points for Serious wounds or KIAs
44 Points for POWs
8 points for 4 units South of the gully.
5 points for exiting a APC off the North edge before end of turn 9.
6 points 3 for for each undestroyed APC.
99 total points
Either way a crushing defeat for the Barony and sure to encourage more such probes by the Central Republic.