Sunday, 13 December 2015

Assaulting The Trenches Part 1

Hello!

This is Part 1 of a 4 Part Super-post!

A few days ago, My brother Trojan and I had a game of Warhammer 40,000 at Warhammer World. We normally play small scale game, but this time we decided to go all out and use as many models we could muster - we ended up with a 3000 points of Space marines Vs Tau!



The Battlefield

We decided to make this more fun we would do a 2 part battle, having one player as the defender and the other attacking, then swap over and see who could do better. Points would be awarded for every fortified point - 1 point for a Bunker and 5 for the larger gun platforms that we could clear.

The River split the battlefield in half, the bridge as the only way to cross


My forces included:
1 Chapter Master
1 Captain
A Command Squad with Champion, Apothecary and Techmarine
10 man Terminator Squad
7 man Sternguard Squad
6 man Vanguard squad
A Venerable Dreadnought
10 man Scout Squad
2 x 10 man Tactical squads
6 man Bike Squad
6 man Devastator squad
3 man Devastator Centurion Squad
A Vindicator
A Razorback
and a Stormraven

I set up as seen in the photos above, my plan was to use the right flank to pin some of Trojans troops and Suits in place while launching a full assault on the left.



My Sternguard formed the core of my holding force

The Command Squad in all its glory 

A few, inevitable casualties on the assault force

The first few turns saw my advance take a few casualties, but most of the shots simply bounced off, it wasn't until Trojan brought his Big suits into the fray that I started to feel my losses

CHARGE!!!
 The holding force managed to do a fair amount of damage on the right flank, even causing a unit of Kroot to flee, so I decided to assault that flank as well

The Scouts cove an advance on the right flank
Late into that game and my losses started to take their toll, it was clear that I wouldn't be able to push much further in, so I did what any self respecting Space Marine player would do - go out in a blaze of glory!

My Captain and Chapter Master were unstoppable, wiping out 2 Fire warrior teams and a team of XV9's

Before....

..... and after
 
 
The remainder of my forces threw themselves at the Tau lines, Giving as good as they got
 




In the end my Forces was all but destroyed, but I had taken out a significant portion of Trojans defenders, and Scored 6 points!

Look forward to Trojans post next, detailing the Taus view of the Battle

NFTR

Coldsteel

Wednesday, 2 December 2015

Test and Adjust

Hi All

Over the weekend my brother and I ran a test game for my new wargame - Re-cension



We had 2 roughly equal sides, and with no real objective except kill each other we started, the game mechanics are pretty solid and allowed for a fast game with the rules being easy to understand and turns only taking a few minutes.

There where zombies dotted around to start that provided a slight nuisance and where dispatched quickly. Although they did make us make decisions that otherwise we wouldn't have to make which kept things interesting

Some of my fighter were forced out of position to deal with Zombies, leaving them exposed to Trojans' guns


The test game also allowed me to adjust some of the rules, like the injury chart, around so next time it'll make a little more sense. Its still going to take a few more games before I get points costs for fighters and weapons nailed down so watch this space


After a few rounds of shooting, my guys started to take some hits, the markers help keep track of what was happening

So, a few things I learned from the test game:

  • More Zombies - Zombie Groups will be bigger, and a well as the possibility of being on from the start they now have the chance to spawn from terrain features too
  • Modify the Injury chart - Some of the injuries didn't quite fit or were overpowered
  • Bonus Vs Zombies in Close Combat - while taking down zombies at range is hard I felt it was still to hard to take them out in Close Combat, so a bonus while battering them over the head was added  
Well that's all for this time


NFTR


Coldsteel

Thursday, 29 October 2015

Lights! Camera! Action!

Hi all

I am very proud to announce the launch of our very own Youtube Channel!

Now you'll be able to see what [SB5] get up to on our excursions into the online gaming world!
There's only a few videos at the moment but more will be added as the guy routinely get together to play, so feel free to subscribe!


you can find it here - https://www.youtube.com/channel/UCv3MRVJS50qSnPolYHj6yaQ

That's all for now

NTFR

Coldsteel Dan  

Sunday, 25 October 2015

Rapid Fire



Good evening all Trojan here.
Earlier this morning I introduced Tinglyed to the joys of Rapid fire. It was only a small scale engagement with the newly finished 23rd Hussars and the Germans still being a work in progress.

While Flames of War is a great set of rules for WW2 I find that it tends to be far too in depth for the 15mm scale. The quick reference guide is confusing and complex. Don't get me wrong, while its nice to have vehicle crews digging out bogged in tanks and different squads weapons having different effects, all the special rules and complex procedures takes away from why we enjoy playing wargames - the fun and tactics it takes to beat and opponent.

I gave Ed the quick reference sheet for Rapid Fire and within 5 minutes was happy enough to deploy his forces. He chose the Germans for this engagement, a fictional skirmish between the 10th(SS) Panzer Division and the British 11th Armoured Division around hill 112 during the opening days of Operation Epsom.

11th Armoured Division deploys

 
I decided to deploy the British with a squadron of Shermans on the right, one in the centre and one on the left. The infantry (8th rifles) deployed mainly on my right with a company and the HQ going to strike out and capture the church on the hill to dominate the centre.
A Squadron 23rd hussars waiting for H hour

 
One of the main reasons we like Rapid Fire is how simple it is but still has the feel of WW2 gaming. The core rules cover basic moving, shooting, morale and everything you would expect but the advanced rules let you add aircraft, beach landing, snipers, glider assaults and you can get as in depth as you want.



The "fog of war" is one of the great touches about this. Just because you can see the whole battlefield your troops, especially in a buttoned down AFV cant. The are automatic ranges for spotting enemy (6" for infantry and 12" for armour) but other than that you have to try to spot them. Once a unit has been discovered it can be seen by everyone, but at the early stages this gives a nice feel of units probing forwards, trying to test where the enemy actually are.

At this stage we were still blindly probing forwards. Us generals floating above the battle could clearly see where the enemy was, but our troops on the ground still has no idea where each other was.

The battle began in earnest with the Germans spotting my armour pushing up the right flank. The opening salvo saw one of my Cromwells burst into flames! Rapid fire uses a simple firing system. Guns range from class  1-5 and armour A-E. Using a simple chart you find out the score needed for a hit and any modifiers for moving, cover etc. If a hit is scored you then roll for damage causing either light, heavy or you destroy the tank. Damage caries over so two lights = heavy and 2 heavys = destroyed. Shermans having an armour class of C tend to get destroyed very easily from the German Class 2  guns!

The right started to get deadly, with only my Firefly being able to punch through the Germans armour.
 
Neither side managed to get the advantage, the German line held firm while I had to get in close for my Shermans small 75mm main guns to start taking effect. The British managed to hold the church deploying mortars and MMGs but took heavy casualties in doing so.



The Germans superior armaments started to take effect and although being outnumbered they started to get the upper hand.

The Germans pushed my left flank hard while I was forced to reinforce my floundering right flank.




My ARV tried valiantly to repair a damaged Sherman and get it back in the fight.

Finally the weight of German fire proved too much. An entire company of infantry had been wiped out holding the church and all but one of my tanks were on fire! B Squadrons remaining Firefly decided he had had enough and withdrew from the field. With the infantry at risk of being surrounded and with only a PIAT to hold off the German armour I decided to withdraw and regroup.

All in all it was a thoroughly enjoyable game and all done and dusted in just over an hour. While being a simple rule set it still gave a good feel for the tactics and weapons of the day. My 75mm Shermans were all but useless unless point blank against a German tank, but my advantage in numbers made for a balanced and challenging game. Just a shame they decided to go up in flames every time a Panzer so much as looked at them!

NFTR

Trojan578

















Friday, 16 October 2015

How To Run A Supercampaign

Hi everyone!  A quick wargaming update from Tinglyed today.

Over on my Palladian Guard blog I've started a series of posts on supercampaigns.  These are basically immersive map campaigns where all the moves are carried out in real time.  GhostWarrior and I have played two such campaigns and once the system is watertight we'll be doing a much larger one for all the members of SB5.

Part I looks at all the planning that goes into a supercampaign.  Enjoy!


Sunday, 11 October 2015

21st(SS) Panzer grenadier regiment

Firstly Let me introduce myself. I am Trojan578, brother to Coldsteel and member of SB5 Gaming. An avid computer and wargamer I love the research and fluff that comes with recreating historic battles. So with out further ado ladies and gentlemen meet 21st(SS) panzer grenadier regiment, part of 10th(SS) Panzer Division
21st(SS) Panzer Grenadier Regiment


Further to Coldsteel's earlier post about rapid fire, these are some of the German forces that will be fighting 11th armoured division around the British sector at Caen.

Panzer grenadier regiments usually comprised of an HQ element, 3 Companies and a support company with HMGs, mortars and artillery . However at this late stage of the war they usually were understrength.


 Command squad  with SS-Standartenführer, Dr Eduard Deisenhofer in command.
           .
    
Panzer grenadiers were transported into battle via the above SDKFZ 250s. There are a few other variants for the HQ and support companies.


10th SS Panzer division was raised alongside its sister division the 9th in early 1943 as a reserve for the long expected allied invasion of France.

First seeing action in the Ukraine in the summer of 1944 it was hastily sent to France during June 1944. Although it had only 1 battalion of tanks (usually SS Panzer divisions has 1 battalion of Panzer Vs and 1 of Panzer IVs. The 10th's 2nd battalion was strangely made up of 2 companies of Panzer IVs and 2 of Stug III assault guns) it was instrumental in halting Operation Epsom, the planned British breakout around Caen. Fighting with distinction throughout the Normandy campaign and being mauled by allied airstrikes, it eventually managed to escape through the falaise pocket with no tanks and only 2 regiments of infantry left.
Ordered to a sleepy Dutch town called Arnhem to rest and refit, it finally took delivery of its long awaited Panzer Vs just as British chutes started landing for Operation Market Garden. Managing to halt the advance of Market Garden it was in the reserve for the battle of the bulge, finally ending the war in eastern Germany.

Watch this space as the rest of 10th(SS) Panzer Division takes to the field.

NFTR

Trojan578



Wednesday, 30 September 2015

Tanks!

 
 Hello Again!


One of the Wargames on our list is a WW2 game called Rapid Fire, a fast paced 20mm game that allows you to field everything from Parachute Regiments to Panzer Companies.

With that my brother Trojan578 has built and painted a Sherman Squadron

The Squadron Comprises of 2 M4A4 Shermans and a 'Firefly' (in the centre)




 The Models are from the Plastic Soldier Company, and are easy build and very detailed
An M4A4 Sherman

Same Tank - Different Angle

 The tanks will form part of 23rd Hussars, 29th Armoured Brigade, 11th Armoured Division - their real life counterparts saw action at Caen, in the 'Falaise Pocket' and where involved in Operation Market Garden and during The Battle of the Bulge to name but a few.


That's all for now - see you next time

NFTR

Coldsteel