Friday, 14 February 2014

Turkish Force

 Coming hot from Curt's painting challenge today I am showing the 20mm Turkish troops I have painted for my forthcoming Arab revolt game. All the figures are IT miniatures as with the Arabs. Obviously all being uniformed these were quicker to paint the whole 24 taking me just over a day if we include basing. All this means that the Arab Revolt game just needs some more terrain making which I will start today (weather permitting.... stop laughing!) You know I will show each step of the terrain making so look out for that in future blog posts.

Meanwhile back at these figures. Both of the officers have swords and holsters for pistols. This is perhaps a mistake on the sculptors part, but not a major one. While swords were used they were not generally taken into battle. Pistols were not issued but were commonly used generally being purchased commercially Needless to say this could lead to different ammunition calibres and types being used. Likewise the infantry would be equipped with different rifles in different units or on different fronts. This would have no tabletop implications and is just mentioned to highlight that at times the Ottoman Army of this period was not as well equipped as many of the WW1 Western front armies. 

This is nearly the whole range of IT Turkish troops and will allow me to fight some WW1 Skirmish battles other than the Arab revolt. Indeed I am talking and thinking about putting on a WW1 Palestine game on for the Rejects. At present I am just tweaking the rules .because  at the moment the rules I would use would make the game a little slow. The flip side is that it would make them play very tactically. Good Lord making wargamers think it's just wrong!

That's it for today. I am travelling to Posties Shed of war for a colonial game all day long on Saturday. Ray, Big Lee and Fran will not be present so I will be the only blogger there. Unless my camera plays up or I forget it there should be an AAR on Sunday. So until Sunday, take care and have fun and try not to get too cold or wet! All the best Clint.



Wednesday, 12 February 2014

Guardia Civil Spanish Civil War.

To the right you can see my rebased Guardia Civil figures for the Spanish Civil War.The paramilitary forces of the Guardia Civil (Civil
Guard), followed standard Spanish military organisation patterns, with a few minor variations.
Typically therefore, their individual platoons
(Secciones) consisted of a small platoon command staff of simply a First or Second Lieutenant (Teniente or Alferez), accompanied by a Staff Sergeant (Sargento Primero). There were two large sections (Pelotones), each led by a Sergeant (Sargento) and composed of three squads (Escuadras), each of a corporal and five Guardia; except the first, where the Sergeant replaced the Corporal.  I however have mounted 3 figures to a base to keep the figures consistent with my other forces in the two armies.

With the exception of the platoon leader and his
second in command, who were armed with pistols, all men were supposedly armed with a rifle or carbine of the Mauser type. Other weapons were also held in their arsenals however, which included sub-machine
guns, riot shotguns and exotic types more usually seen wielded by prison or bank guards. That makes you ponder what the prisons were like! Talk about rough justice.

Support weapons were virtually non-existent, with each Guardia Civil or Carabinero Commandancia (essentially a four company battalion-sized unit) only being authorised a single Hotchkiss M.1914 medium machine gun.
 They did however also field mounted units,
as well as, in some cases, motorised or motorcycle units.

The figures are 10mm Pendraken miniatures I have still to attaché flags, but as these troops fought on both the Nationalist and Republican sides during the SCW I will most likely make some slip on /slip off style flags to retain figure versatility. Don't get excited Ray the Mounted unit shown here will not be taking the field in the planned SCW game at the Rejects/posties Shed of War!
 
 Likewise Fran please do not expect them to look like this and if you have any thoughts about police women it is best not to voice them in public.

I will need a chat with Postie in the next few weeks to find out how large a force the players are happy to field, which will determine how many I will be able to entertain, accommodate, erhm I mean fit in the game.
 
I also suspect I will be able to put on a WW1 Palestine Skirmish game on for them in the near future, BUT I suspect that might be too small for the shed of war at this stage as it would be limited to 2 players until I build more terrain.
 
Thanks for Popping By, I hope to have some more painted stuff from Curt's Challenge to show by Friday as I sent him the Pics on Monday afternoon. All the best folks and Hope to see you soon.

 Cheers Clint


 



Monday, 10 February 2014

Honor and Glory.

Not so much of that really. But Honor and Glory are the rules we were playing at the club yesterday. Yes it was a good game but alas not a win for me this time.


The initial positions with Peter my commander on my right (that's his hand) We had the confederates in an 1864 scenario. My orders were two fold. Seize the town which the fedrals were intent on burning down (the rotters) and capture the crossroads. Peter would also Capture the crossroads (a joint objective as it was between our lines. His other objective was to take the bridge.

 Our troops move first. Then two Fedral moves in a row the our turn then two Fedral turns in a row. Yes they started with more turns than us..... the dice gods were good but the card dice hated us!
 Anyway The fedrals reach the town first and actually manage to start burning it while I just reach the town edge.
 Peters Cavalry take the bridge. Last one turn of fire and then rout from the table never to be seen again! Ouch!
















Union troops form a firing line.









I bring my Rebels up in skirmish order taking and returning fire. Hardly a fair fight but what else could I do.










Peters troops close in on the Crossroad. Peter it must be said is a Murdering officer. Tim Opposite him had 3 Gun batteries continually firing at Pete's troops











I get into the town and then get pushed out of the town. I re enter with the buildings burning. And then manage to push some of the union out.





 Tim's Cavalry take the bridge objective.
 I reach the fence and start to form up into a firing line.












 Peter takes the Crossroads but continues to take heavy casualties.
 The melee in the town continues and My initial successes are thwarted.
 I finally get into a firing line and the Card dice give me two turns in a row. Than goodness! Due to good positioning I am able to get an extra unit into the line to fire at Grahams. This allows me to concentrate my fire on a unit.
 Peters troops charge the guns and despite canister shot actually take them. A Pyrric victory as they are too badly damaged to continue are rout from the table in the following turn.











I loose a General in close combat and get expelled from the town. I also gain by chance a unit of reinforcements which are at this stage my strongest unit on the board.



While it did not go all the Union way the extra turns they got from the Card gods at the beginning of the game made a big difference. Allowing them 2 shots to my one. So when the card gods finally decided to even thigs up my units were so damaged that their shooting was weaker than the Federals.

Not complaining we could have won, but we did not. A good game but a win would have made it a better game for me as me and Peter were up against it given the size of our units at this stage of the war. Oh well maybe next time!

Saturday, 8 February 2014

The Horde is Done

FOR NOW!

Yes I have finished my 10mm Mahdist horde, at least for the time being.  So Rather than repeat the Photos I have done for Curt's Painting challenge. I have taken a few pics of the whole lot together. You can see a few British troops on the left.

I am not going to bang on about them too much,  I Need a few more of course, but when does one ever have enough.

I think this is just about enough to play a game, but no optional troops or choices. So I feel the plastic might take a slight beating in the months to come.











So onwards and upwards. Club game tomorrow I think it is an ACW game, but not sure.

Hope to see you again on Monday.

Take care, have fun and watch some Olympics!

Thursday, 6 February 2014

Game Planning

As you will recall I went to play a game with Posties Rejects on Saturday. I left feeling inspired to
put a game on my self for them. I gave them several choices of Game I could put on, Some historical, others fantasy or science fiction. Historical options were mostly 20th Century as Ray covers the Horse and Musket Period very well And Postie covers the Napoleonic period both on land and sea. Mostly I wanted something that was hardly ever played in the shed of war. I was and am now planning this game for the last half  of the year. Anyway I gave them a choice and they each picked two..... except Fran who only picked one and this is how the votes for game period and scale were cast.

1 Samurai 10mm.
1 Vietnam 20mm
2 WW1 Palastine 20mm
3 Spanish Civil War 10mm

Yes I know 7 votes among 4 people! It is clear though If Fran had made a second vote it could not have changed too much. I will be honest and only gave then 6 options that would mean I need not buy and paint too much as I already have 2 forces for each of them.

The 10mm Samurai will continue to grow slowly so but I do not need to get them finished as fast as I might have

Another of the Rejects is planning a Vietnam game for the summer of this year. So Not wanting  to tread on any toes That is also best left for now,

I am working on a 20mm Arab Revolt Game so there will be one soon. Yes MORE Camels.

Which leaves Spanish Civil War. I already have two SCW forces, but I feel they need expanding for a multi player game. It was the most voted for, and it turns out that none of the Rejects asked had ever played any Spanish Civil War Game.

While I suspect the Rejects will play anything I have asked out of courtesy if there were any sensitive political views or if there was any particular force they felt more drawn towards or indeed repelled from. So far the only feedback was from Postie himself who said that he wants tanks and planes. These technological devices would be very rare in reality, and he was laughing when he said it.

Back on the Painting for a while sorry there was nothing to show today, just plans and intentions. If you would like to suggest which factions would best suit different Rejects who am I to stop you I have ideas of my own of course but I am always open to hearing another's view.

Until Saturday take care and hope to see you all online soon.

All the best Clint

Tuesday, 4 February 2014

Painting Challenge latest.

 A bit of a catch up. While I wait for the next step of my figures to dry I thought I should bring you up to speed with what I have done recently in the painting challenge.

6 more stands of Rifle armed Mardhists in 10mm by Pendraken Miniatures. Nothing special about them just regular troops to bolster my growing 10mm Colonial armies.

While I was disappointed with the patches on the Jibbehs last time having used more muted colours I feel a better result has been achieved. They are 10mm figures so as long as they look good as a mass individual models do not have to be that well finished as you are looking at the mass effect from a distance. And for that I feel they work adequately well without having to spend a long time getting them perfect. The 2 foot rule definitely applies.

I have also managed to get a few civilians done for the Arab revolt game. These are IT miniatures and 20mm. A gift from Tim the owner of IT miniatures who is a long standing and valued club member. It's nice to have a few kids on the battlefield as you can imagine them poking their heads out and getting in the way and generally making a nuisance of themselves. Which In turn will put adults in danger as they try to control or rescue them. There could be a side game/objective there, who knows.

As that stage of my painting is now dry I should return to the painting table and get the next step done. I had hoped to get this batch finished today but got side tracked yesterday.









I will just end with the following thought. Yes you know who that is for!


 So take care all and I hope to see you all soon.


Monday, 3 February 2014

Alem el Halfa

 As regular readers will know I made the trek up to Posties Shed of war on Saturday to play a game of FOW hosted by Lee (http://www.blmablog.com/) . I have only played FOW once before several years ago so was reliant on Lee to use his knowledge of the rules. None of the other Rejects had played the e rules either, and Ray whom I was teamed with is not terribly up on the period either. John and Postie know the period somewhat more than Ray. We all have gaps in our knowledge.


For a briefing of the Scenario Please check Lees blog listed above. You might also want a more accurate AAR from Ray (http://onelover-ray.blogspot.co.uk/) when he gets round to writing it, but until then you'll have to put up with my BIAS account. The two German companies had eight turns to take one of the three objectives. Ray had to defend 3 hills (the objectives) And I as the Cavalry was to arrive in the nick of time and rescue him. And that is where is all started to go right. I had to roll a d6 to determine when my troops  ( a company of the 3rd Royal Tank Regiment) rolled a 1 indicating that they would turn up on turn 2. This was done in secret and the Germans were un aware of it. As this roll was before the game began Ray wanted to delay my arrival to let Postie and John get commited to the attack before my arrival so I could hit them in the flank.. Ray Quickly changed his mind on Turn one though and I arrived on turn 2. Far be it for me to quibble with the man. I am quite happy to let my allied players take the beating If it means my troops don't.




 Ray brings on some Hurricanes which were either shot down or driven off by the Vile Huns. In later turns we used out air support only on Posties troops as they lacked Anti Aircraft . We also tended to drop our HE 25lber artillery on him as well and leave John alone as Posties Infantry were in soft skin vehicles while John's tanks were well armoured as tanks tend to be. Although John was the bigger threat we could at least damage Posties troops and that is always a good thing.
 The assault begins Postie would attack one hill and John the other. Which would mean an infantry assault and a tank Assault. Personally I would have made a mixed assault but I was not going to mention that, so I didn't. The Infantry assault never got across the road, as the Artillery and Hurricanes mostly kept them contained. They did however do a very good job of picking of Rays infantry picking the first ridge line clean of troops until later in the game when ray bought up his reserves.

Hats of to Ray though as the centre hill was fighting off the armour very well indeed. John pushed his tanks across the mine flied, He only managed to get 3 tanks involved and one was crippled as it crossed the mine field. I must point out John usually has a great reputation with dice but today Lee's curse of dice rolling had transferred to him.

When John did manage to acquire air support they were mostly driven off and did minimal damage, claiming only one of Ray's Decans.
 There were several nice touches in the game.  Lee had mad dust cloud markers which we could use to indicate moving vehicles. These were brilliant props they worked well and made it clear which vehicles moved and which stayed still and boy did they look good. I NEED to make some.







Knowing a bit of the rules did give me a slight advantage in that I knew stationary tanks could fire multiple times where as moving tanks could fire only once. I was thus able to employ a fire and movement tactic where half my tanks moved and half stayed still. This would mean that 1/2 my force of Grants could get in 5 shots a turn within 24 inches. (2 from the hull mounted 75 and three from the turret mounted 37mm) While John having to move his tanks to counter me rolling up his open flank could only fire once in reply.

The guys look up the rules for tank assaults. While Johns  now Lone (the other having been destroyed by Ray's Deacons firing 6iber shells into it's flank) Bravely pushed for the objective. Ray was never in a position to destroy the assaulting tank, but could force it's crew to bail out if John rolled badly enough. Guess what!
 Rays Anvil and my hammer tactics were working. And turn by turn John had less tanks to control either because of bailed our crews or destroyed panzers. It was not all one sided though as he did some damage back with his platoon of Panzer 3's and reduced my armoured car and 2 Crusader platoons down to 3 vehicles in total. Fortunately for me my Grants out gunned them in the end. As they did his Panzer 4s by sheer weight of dice as mentioned above.
 Johns Bailed out Crew got back in and assaulted the hill again and again John needed to roll seriously low and again he did and they bailed out for a second time. It was not Johns day.
 The last two shots show the black smoke coming from the German tanks. Very nice smoke markers and adding a deal of atmosphere to the game. As once they had brewed up they stayed there for the rest of the game and did have a noticeable psychological effect on us as players.


Conclusion yes it was a clear Victory for the British this day, as it was historically. But If I had not have been lucky with troop arrival times it could have been so different. If I had arrived on turn 7 for example it surely would have been a disaster and almost definitely a British loss. I am not saying it all came down to that dice roll but it was I think the single most significant factor.

Thanks for Reading. I will post again tomorrow to get back on my normal schedule. So until then take care have fun and put a smile on the faces of those close to you.

All the best Clint