Prufrock's Wargaming Blog

Prufrock's Wargaming Blog

Friday, July 13, 2018

Tanker Plan

Since I don't have the right models ready for WWII What a Tanker quite yet, I'm thinking I might use some early modern AFVs instead and give them WaT appropriate stats.

If, as a starting point, we make the M48A1 Patton (with its 90mm gun) roughly equivalent to the M4A3E2, that gives us 9 armour, 9 strike, and the heavy armour characteristic, worth 19 points all told.

If we make the T-54/55 roughly equivalent to the Panther A/G, that gives us 9 armour, 9 strike, and the fast characteristic, again worth 19 points.

Based on this comparison I'll drop the Patton's heavy armour characteristic and replace it with rapid fire to reflect its greater ammo capacity, its greater firing capacity, and its better sights. I'll also drop the Patton's strike value by 1 due to inferiority in gun calibre vis a vis the T-54/55. For the T-54/55, I'll also add low profile and slow turret, and keep the fast characteristic.

The points formula for WaT seems to be fairly easy to reverse engineer. It looks as if it's just 1 point for each armour and strike factor, and then a series of pluses or minuses for other factors, these being:

-1
slow; slow turret
0
TD (usually)
+1
fast; small; rapid fire; low profile; TD (once or twice)
+2
heavy armour; iron fist

So that gives us this:


Arm.
Str.
Special
Pts.
M48A1
9
8
rapid fire
18
T-54/55
9
9
slow turret
fast
low profile
19

Next step then is to look to get a solo game in this weekend and see how we get on.

Adversaries line up for the national anthems...

EDIT: stats using Bill Butler's suggestions:


Arm.
Str.
Special
Pts.
M48A1
8
9
rapid fire
18
T-54/55
9
9
slow turret
low profile
18




Wednesday, July 11, 2018

First impressions of 'What a Tanker'

Well, having read through the What a Tanker rules now I must say that they have piqued my interest. They seem to use nice clean mechanisms and have effectively grafted on a clever activation system based around the hand management concept. The major difference here from a traditional hand-management game such as the Commands & Colors series is that the Lardies rules writers have you managing dice instead of cards.

To continue with the hand management parallel, the dice act as if they were move cards, acquire target cards, aim cards, shoot cards, reload cards and wild cards. Players 'play' their dice in the order they choose, and resolve each action before moving on to the next. In addition to the activation play, the player may need to dice for move distance or for combat.

So while the game play relies on random 'hand generation', the system gives players some control over their own destiny, and I think gamers all appreciate that, even if that sense of control is more illusory than real!

I think this will work well with a casual group, and I can envisage five or six people, a big table, and a few tasty beverages making for a very pleasant evening or afternoon.

It also has an interesting role play aspect that you can factor in if you want to. Your tank crews gain experience, which gives them some advantages on table. After a certain number of kills, they can 'level up' to a better tank, and start over again. I think you would really appreciate this if you had a dedicated crew of people meeting fairly regularly, and it's something I'd like to try if the conditions at some point prove propitious.

But for now my main concern is building forces. What do I use? I have some 6mm models and I can find 1/72 kits here in Japan, but probably 15mm (1/100) is a better scale: more durable models than the 1/72 modeller's kits and a better look for a skirmish game than 6mm.

The downside is that I have to order in from overseas, pay quite a bit, wait for them to arrive, make up the kits, paint them, and then source terrain. If I go with 6mm I can start right away, can easily and cheaply expand forces through the trusty Heroics and Ros, and I already have a bit of scenery I can use.

Hmm, decisions, decisions!

Anyway, it's quite nice to have another project to work on and in a different style from what I'm used to.

Tuesday, July 10, 2018

QRF cataphracts done

It's been quite a while between drinks, but I've finally managed to finish off the final 16 Quick Reaction Force cataphracts I bought about seven years ago (note the quaintly optimistic 'I hope to get a unit finished in time for my game on Friday.' If the Friday in question were two years later, I might've had a shot!).

The first lot was finally finished in 2014, but it wasn't a great experience to prep and paint them and I now see it's taken me four years to do the rest.

They have a lot of flash to remove in tricky places, and require spears. Unfortunately, the hands don't lend themselves to drilling, so you just sort of have to glue and hope. On top of that, I didn't really enjoy painting the armour, had other figures I could use in the meantime, and just sort of put them off, then put them off again.

But they're done now, so that's the '15mm mounted' duck broken for 2018.







And to finish, here they are with their cousins painted in 2014. I thought I'd done a better job on the new batch, but they don't really look all that much different! These will have to wait for their coat of matte varnish. Summer here is not kind to sprays, and nor is winter, which is what the season was when I finished the last batch. I'll have to give both lots a nice going over with matte when spray conditions improve...

Add caption
Thanks for viewing, sorry for the whinging, and may all readers' cataphract models be completed in a far more reasonable time frame!

Monday, July 9, 2018

I’ve given in...

...and picked up a PDF copy of the What a Tanker rules. Unfortunately, it requires tanks with movable turrets, so I can’t use the models I was going to! I expect I’ll be able to come up with a solution though...

Thursday, July 5, 2018

Caesar

For a project I have on the go I've been dipping back into Caesar's commentaries. Once again, I am struck by the immediacy of the observations, the depth of information, and the quality of the insights. Such a pivotal figure in history, and we are lucky enough to have accounts of his campaigns, and in his own words. It's just astonishing.


Picture from here.

As works of history they are invaluable; as works of literature they are brilliantly composed; as persuasive, case-building and legacy-securing texts they do their job to this day. They are an astounding achievement.

The man was of course a butcher in a time of butchery, but he was not a spiteful one. He preferred to win loyalty and exercise clemency when he could. By comparison to the murderously vengeful Sulla who came before him and the callous and devious Octavion who came after, he was an honourable man.   

But that's not really my point: my point is that when you read Caesar you begin to understand on both an intellectual and a visceral level the kinds of things that an ancient commander had to deal with. You see what he had to take into account before a battle, during a battle, and after the fight was over. You see what went into a successful campaign. You see what led to failure. 

Anyway, whenever I get back into reading him I am always made forcibly conscious of how fortunate we are that the commentaries survived, and how much poorer our understanding of the man and the era would be if they had not.


Monday, July 2, 2018

Sellasia, 222 BC, with Lost Battles

I got the figures out again last night for another bash at a new (for me) Lost Battles scenario, this time Sellasia.

Sellasia was the Spartans' last gasp as a military power, and their defeat here by Antigonus Doson condemned them to relative obscurity thenceforth (though no one of course could erase the fame of their earlier deeds).

The terrain is an interesting mix of streams and hills, with a fortified camp there as well for good measure. The attack limit of five means that the equivalent of five units may attack into or out of each zone (though that is halved when fighting along streams), so massing units in depth will be required.

The terrain. The stream limits the number of 'unit equivalents' able to fight in the central
stream zones at any one time to three, thus forcing the action into the hills.

The armies are both formidable, led by spearheads of veteran troops and supported by good quality infantry, cavalry and skirmishers. Antigonus has four units of veteran phalangites to draw upon, seven units of average phalangites, and one of levy quality. Supplementing the phalanx are three units of average heavy infantry, two units of average heavy cavalry, and three units of average light infantry.

Cleomenes III of Sparta has six units of veteran phalangites (armed with the sarissa, not the hoplite spear), one of average phalangites, and seven units of other heavy infantry. Two units of average light infantry and one of average light cavalry round out his force.

Both Antigonus and Cleomenes are classed as average commanders, so the two sides square off with fighting values of 72 and 63, giving Antigonus a nine point advantage, and 21 units against 17. In real terms, the Macedonians bring 30,000 troops against 20,000.

Deployment.

Both sides put what cavalry they have into the central stream zones and stack the hills on each side. The Spartans keep their veterans together in front of the fortified camp, and Antigonus matches them there with his own veterans and the bulk of the phalanx.

Armies deployed with skirmishers forward and the heavy infantry to catch up.

Spartan centre.

Macedonian centre.

Macedonian right.


Turns two to four.

The first turns see both sides getting the heavy infantry forward and claiming the central zone with cavalry and auxiliaries. The Macedonians get higher activation rolls than the Spartans, but even so Cleomenes decides to move two units of veteran phalanx to support the central zone and attempt to break through there.

Spartan veterans march to join the centre.

The lines in contact.

The high attack limit sees a lot of hits scored, and both sides are forced to feed their reserves into line earlier than they would have wished.

Turns five and six.

The Spartan reinforcements do the business and the Macedonian centre is forced to pull back or risk being destroyed. Fortunately for them, they have the spare command points to do so. But as a consequence of the Spartan relocation, Cleomenes' right is forced to make do with fewer troops, and they are hard-pressed here against Antigonus and his phalanx.

The Macedonian centre pushed back. Attrition rates are high on both sides.

Casualties mount on the Spartan left.

The Macedonians continue to get better returns on their command rolls and use some of the excess activation points to move light infantry forward on their far left to menace the Spartan camp. This little sideshow forces the Spartans to use valuable command points to pull light infantry back in defense of the camp.

Showing the light infantry shenanagens.

Both sides are now almost at breaking point. The Spartans have no reserves remaining; the Macedonians have some, but not many.

Turn seven.

The Spartans damage the Macedonian right, shattering two units and forcing another to flee, but in turn are undone on their own right. With his troops beginning to crack under the pressure of the Macedonian attack, Cleomenes is forced to attempt to rally his men and, disastrously, is killed in the act. The light infantry and cavalry flee, but the rest of the heavy infantry hold firm for now.

The Macedonian attacks continue, more hits mount, and suddenly the entire Spartan line gives way. Antigonus has won the day.

Spartan remnants just prior to the coup de grace.

Cleomenes defeated (image from Wikipedia)


Antigonus triumphant! (again, from Wikipedia)

Aftermath.

When it comes time to tally the points, it becomes apparent just how well the Spartans have fought. The Macedonians win, but by 95 points to the Spartans' 90, which is almost as close as you can get.

The telling factor in the win was probably the better Macedonian command returns: they were averaging 11 command points per turn to the Spartans' 8. As a consequence they were more nimble around the field and were able to buy more attack bonuses.

It was an excellent game and a compelling tactical situation. I look forward to trying this one again with an opponent.




Monday, June 25, 2018

1st Mantinea, 418 BC

While trying to kill a little time before the All Blacks / France rugby test was replayed on TV, I decided to set up the Lost Battles 1st Mantinea scenario.

It was the first full hoplite battle I've played with figures. I've done one or two hoplite affairs over VASSAL - and perhaps solo using the boardgame version - but it's always about ten times more satisfying to be able to play on a table using your own figures.

There are however still another 150-odd hoplites to paint yet (and about half of that again in cavalry), so I'll not be getting too far ahead of myself!

Anyway, to the battle.

The first thing you notice with Lost Battles hoplite clashes is that they move fast compared to, say, Punic or Roman Civil War battles. Third turn in and already the hits were mounting up. The battle was a classic revolving door situation: both sides' right flanks won, and it was a race to see whose centre would crack first.

The view from the extreme right of the Argive line.

Agis and the Spartan centre.

The loneliest place in the Spartan line: the far left!

Turn Two.

Both sides initially refused their left, but the Argives, having slightly better quality cavalry, elected to challenge the Spartan horsemen and try to get around the flank.

The action in the centre was furious from the start. The Argives got in the first decent blow, killed Agis, and left four of the eight units the Spartans had in place spent. The Spartans did however respond in kind smartly.

The first shock sends waves through the Spartan centre.

A turn later both sides' advancing rights met the refused flanks opposing them. The Argive horse has already been seen off by this point. So much for their 'slightly better quality'!

Spartan left about to encounter a bit of Argive iron.

Stepped battle lines. End of turn three.
The battle continued at pace and with a correspondingly high attrition rate.

Remnants of the Spartan left.

The Argive left - and then a turn later the Spartan one - collapsed. The victorious right wings turned in upon the enemy centres and did what they could.

Unfortunately for Argos, the Spartans were able to roll up the centre from the flank just before the Argives could do that to the Spartans, and the field was lost.

The Spartan right falls upon the Argive centre. Not before time!

But Argos wins on points after a very meritorious performance - made even more so by the fact that I'd forgotten to put one of the Argive veteran units on table!

92-71 was the victory margin. Under Lost Battles hoplite warfare is fast, furious, and can go either way. I'm already looking forward to more!



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