Well, it's Christmas already and time to think about how best to utilise the time off work to get a spot of wargaming in, ideally without bringing on a wintry state of affairs domestically.
Here are my tips.
1) Be honest. Tell the missus what the plans are, but there's no need to be too specific. Don't go into detail about scenario matters, scale, your emotional state or what prep you need to do. "6mm...M60A1s...Fulda Gap...really excited" is too much information; "Bruce's...Osaka...Saturday...pizza" ought to do it.
2) Give adequate warning. "Morning dear, three of the chaps are coming over for a game in an hour or so. You'll want to go to your mum's with the kids for the day. We should be done around 7ish. Thanks!" might have just about been all right for granddad, but it is unlikely to be all right for me.
3) Maintain wiggle room. Try and keep a couple of days as options in case there are unforeseen difficulties, parties to attend, family outings, unexpected TV character sightings, etc. There are few more powerful words in the English language than "oh, would Friday suit you better then honey?"
4) Quid pro Quo. Be prepared to do something in return. My wife often has various reunion dinners to go to at this time of year. If I offer to look after the kids while she lets her hair down she will gaze at me lovingly. I will enjoy that as long as I can before mentioning the gaming plans, but not too long (see point 2).
5) If there are dark clouds in the living room, subtly contrast the wargaming life with the drinking life. Mention how long it's been since you've done an all-nighter with the lads. Chuckle about the good old days and that time you nearly got arrested. Wonder aloud where the best bars are, and where you might have put notorious-booze-hound-mate-numero-uno's phone number. Several days later, again raise the subject of going out with the lads. When you see her clutch at the table and shiver, sweetly say there is talk about going round to Murray's for a wargame, and would that be all right with her? The relief will be so palpable you might even be able to get an extra hour or two's grace to squeeze in a quiet beer!
6) Be cool. If there are some disagreements over priorities, give a little ground. Agree; suggest some ways that you can be accommodating for the good of all, and when you find an opening, exploit it ruthlessly!
There you are then, my top six tips. I cannot guarantee that these will work for anyone other than me - and can barely guarantee them then - but you never know, they might be worth a shot!
Cheers, and happy holidays to you all!
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Wednesday, December 25, 2013
Saturday, December 21, 2013
Could use some chariots? They're yours!
I have three painted Gallic chariots in a state of disrepair that I got many moons ago as part of an ebay deal. The rest of the Gauls were touched up and sent on, but I didn't do anything with the chariots.
As I face facts, I never will do anything with them, so the choices I have are to turf them or give them away.
The old heart rebels at the thought of callously dumping old and possibly much loved (though not by me!) lead, so if you or anyone you know might like these leave a comment below with some contact details and I'll get in touch for your address.
Not sure what make they are (Lancashire, perhaps?) but they are 15mm. One is broken (and the others may well break in transit), but the pieces are all there; they'll just need to be reattached by a suitable method.
If you can give these a good home, they're yours!
As I face facts, I never will do anything with them, so the choices I have are to turf them or give them away.
The old heart rebels at the thought of callously dumping old and possibly much loved (though not by me!) lead, so if you or anyone you know might like these leave a comment below with some contact details and I'll get in touch for your address.
Not sure what make they are (Lancashire, perhaps?) but they are 15mm. One is broken (and the others may well break in transit), but the pieces are all there; they'll just need to be reattached by a suitable method.
If you can give these a good home, they're yours!
Friday, December 13, 2013
Society of Ancients Slingshot sale
The Society of Ancients has a sale on its pre-2011 back issue Slingshots on at the moment. You can get a year's supply for the cost of one magazine + shipping.
You can find more info about Operation Balearic here. John Graham-Leigh has done a great summary of the article highlights for each year, and you can find this at the link just given.
There's some good stuff, and this is probably the last chance to get these issues.
Wednesday, December 11, 2013
Work in progress - Samnite horse
As a bit of a break from Gauls I've decided to make a start on the small Samnite contingent I need to do to be able to put on Sentinum with Lost Battles.
These horsemen are a real mixed bag: 8 Old Glory Samnite cavalry, 7 Strategia Nova (ex Strategia e Tattica) Samnites, 3 Strategia Nova Romans and - to further make up numbers - a Thracian cavalryman with his helmet trimmed down.
The Old Glory figures didn't come with shields, so I made some up with a plastic folder cover and a hole punch. Crude, but if I don't mention it on the blog no one need be any the wiser...
Anyway, these chaps will make 2 units of 9 and a commander. They are nowhere near finished yet, but it's a nice change of pace after the recent Gallic frenzy!
Sunday, December 8, 2013
Gallic chariot test model
Here's a test model for the Gallic chariots I ordered from Old Glory 15s a while ago. All chariots are a pain to do for someone of my limited modelling skills and general impatience, but I do love how the blighters look when they are done...
Thursday, December 5, 2013
Fragmentation of the hobby?
I've just finished reading the Polemarch's recent post on wargame communities, which struck a chord with me in view of the statistics I noticed today while checking my blog stats.
Now, hits are not why I blog (and the greater good of 'the hobby' is not why I play, for that matter!), but it seems that my hit numbers have been going up. The last few months I've been getting between 4000 and 5000 hits, and last month I got close to 6000. While you would think this would be pleasing, my suspicion is that in real terms the number of interested *human* viewers has actually gone down. The stats show that I have hundreds of hits from various 'vampire stats' and 'crawler' sites, but have remarkably few hits (even by my standards!) on actual recent posts.
As an example, when I post a battle report here I often link to it on TMP. Two years ago I could expect to get around 300 hits in the first couple of days, with these then dropping off over time. Most of my older battle reports have somewhere between 400 and 1500 hits, with this presumably depending on whether they were any good, got shared around, turned up on searches or whatever.
But lately I am lucky to get 100 hits from TMP over the first couple of days, and will end up with between 100 and 300 hits in total, from all sources.
This leads to several possible conclusions:
1) my reports are a lot worse than they used to be (quite possible!)
2) people know me, dislike me, and now know not to click (highly possible!)
3) gamers have changed their habits and tend not to click on external links, or are content to see just the 'teaser' photos on the thread (quite possible)
4) there is considerably less traffic on these TMP threads than there used to be (probable)
If the latter is true - and I certainly see a lot fewer posters on the ancients boards than I remember from the past, and recent posts seem to get fewer hits than older posts - then I have to wonder what it is about this hobby that seems to lead to fragmentation. It happens with yahoo groups and it seems to happen with forums.
Why is it that we split into smaller and smaller cells? I guess bloggers are the ultimate in 'one cell' groupings, and probably contribute immensely to the decentralisation.
Is it that we are too individualistic and argumentative to put up with forum rules? Is it that we get bored? Do we like to differentiate ourselves from others? Is it that we get a sense that something is dying and move on to somewhere else? Do we like to pick up our (metaphorical) ball and go home? Is it that (God forbid) we give up wargaming altogether?
Now, I am not a big believer in virtual 'community' in any real sense. I'm too much of a cynic probably, though having said that I do greatly value the personal connections I've built up with fellow enthusiasts over the time I've been (virtually) involved with gaming.
But I do think that a loose conglomeration of gamers who drop in and out of a virtual communal clubhouse is a very good thing for the hobby because it is a VERY good thing for individual gamers. It is no exaggeration to say that I wouldn't have become a gamer without the information, advice and, at times, encouragement I got (and still get) from TMP.
Assuming it is not just a figment of my imagination, it seems to me that this tendency to fragmentation - even if it is natural and cyclical - is not a thing to celebrate.
Now, hits are not why I blog (and the greater good of 'the hobby' is not why I play, for that matter!), but it seems that my hit numbers have been going up. The last few months I've been getting between 4000 and 5000 hits, and last month I got close to 6000. While you would think this would be pleasing, my suspicion is that in real terms the number of interested *human* viewers has actually gone down. The stats show that I have hundreds of hits from various 'vampire stats' and 'crawler' sites, but have remarkably few hits (even by my standards!) on actual recent posts.
As an example, when I post a battle report here I often link to it on TMP. Two years ago I could expect to get around 300 hits in the first couple of days, with these then dropping off over time. Most of my older battle reports have somewhere between 400 and 1500 hits, with this presumably depending on whether they were any good, got shared around, turned up on searches or whatever.
But lately I am lucky to get 100 hits from TMP over the first couple of days, and will end up with between 100 and 300 hits in total, from all sources.
This leads to several possible conclusions:
1) my reports are a lot worse than they used to be (quite possible!)
2) people know me, dislike me, and now know not to click (highly possible!)
3) gamers have changed their habits and tend not to click on external links, or are content to see just the 'teaser' photos on the thread (quite possible)
4) there is considerably less traffic on these TMP threads than there used to be (probable)
If the latter is true - and I certainly see a lot fewer posters on the ancients boards than I remember from the past, and recent posts seem to get fewer hits than older posts - then I have to wonder what it is about this hobby that seems to lead to fragmentation. It happens with yahoo groups and it seems to happen with forums.
Why is it that we split into smaller and smaller cells? I guess bloggers are the ultimate in 'one cell' groupings, and probably contribute immensely to the decentralisation.
Is it that we are too individualistic and argumentative to put up with forum rules? Is it that we get bored? Do we like to differentiate ourselves from others? Is it that we get a sense that something is dying and move on to somewhere else? Do we like to pick up our (metaphorical) ball and go home? Is it that (God forbid) we give up wargaming altogether?
Now, I am not a big believer in virtual 'community' in any real sense. I'm too much of a cynic probably, though having said that I do greatly value the personal connections I've built up with fellow enthusiasts over the time I've been (virtually) involved with gaming.
But I do think that a loose conglomeration of gamers who drop in and out of a virtual communal clubhouse is a very good thing for the hobby because it is a VERY good thing for individual gamers. It is no exaggeration to say that I wouldn't have become a gamer without the information, advice and, at times, encouragement I got (and still get) from TMP.
Assuming it is not just a figment of my imagination, it seems to me that this tendency to fragmentation - even if it is natural and cyclical - is not a thing to celebrate.
Tuesday, December 3, 2013
Caesar's Battles: Bibracte
"It's the Helvetii, Gaius Julius!"
[Caesar] drew up on the middle of the hill a triple line of his four veteran legions . . . he placed above him on the very summit the two legions which he had lately levied in Hither Gaul, and all the auxiliaries; and he ordered that the whole mountain should be covered with men, and that meanwhile the baggage should be brought together into one place, and the position be protected by those who were posted in the upper line. The Helvetii having followed with all their wagons, collected their baggage into one place: they themselves, after having repulsed our cavalry and formed a phalanx, advanced up to our front line in very close order. (1.24)
In Lost Battles, the Gauls get the first move. My plan was to have them advance as quickly as they could in an effort to rush the Roman position on the hills. It didn't look impossible, but Caesar's trump card was having five late-arriving units off-table (shown here in camp) which he could bring on to reinforce the line where reinforcement was most needed.
Complicating matters for the Gauls is that their infantry line is fighting out of a river (attack penalty for the lead unit), fighting up hill (attack penalty for the lead unit), fighting fresh legionaries (attack penalty for the lead unit) and that the army, with no named generals, is short on intrinsic command points. In their favour, the Gauls have numbers and the better cavalry.
So much for the preliminaries; let's now go to the battle itself.
It begins as the Gauls advance their infantry line into and across the river.
They attack Caesar's left with the veteran cavalry (it's actually illegal to attack up hill when charging from distance, but I forgot that in the heat of the moment).
In the Roman turn Caesar brings two units of legionaries and the light infantry in on the right of the hill, recalling the levy cavalry into position behind them.
The Roman attacks are effective: the cavalry defend the hill line and the veteran infantry fire off their pila to decent effect (4 hits are scored).
His soldiers hurling their javelins from the higher ground easily broke the enemy's phalanx. (1.25)
On their turn the Gauls are finding it difficult to coordinate their attacks (lack of command points due to a low command die roll), but they attack up the hill (an all-out attack succeeds, which hits both the attacker and the defender) and move the cavalry on the left into line.
The Roman second lines come into action with devastating effect. The Gallic line holds, but only just. The centre is now completely spent (7 hits).
[The Romans] made a charge on them with drawn swords. It was a great hindrance to the Gauls in fighting that, when several of their bucklers had been by one stroke of the pila pierced through and pinned fast together, as the point of the iron had bent itself, they could neither pluck it out, nor, with their left hand entangled, fight with sufficient ease; so that many, after having tossed their arm about, chose rather to cast away the buckler from their hand, and to fight with their person unprotected. (1.25)
The Roman cavalry - actually allied Gauls - are now in position behind the Gallic centre-right, which is not good for morale, and obstructs any Gallic withdrawal to the hill in the rear.
The Romans are again beginning to tire, but they have more fresh reserves to call on than the Gauls do at this point (2 hits from the Gauls).
The Romans shatter an infantry unit now, but the rest of the line stands firm (2 hits).
With time running out, the Gauls make one more supreme effort to break the Roman will. Concerted attacks knock the breath out the legionaries but their experience keeps them from folding under the pressure (4 hits).
At Caesar's command the Romans seize the initiative: a grinding push in the centre shatters two units and panic spreads (a double hit causes two shatters and this is followed by a morale roll of 1).
At length, worn out with wounds, they began to give way. (1.25)
The Gallic left holds on for a little longer, but once the situation elsewhere becomes apparent it also breaks. The cavalry get clean away, but the infantry are not so fortunate.
The battle is over, and Caesar has won an important victory!
The refight followed the general course of Caesar's description fairly closely, up to where the Helvetii retreat to the hill on their side of the field and up which the Romans pursue them. Of course, due to the Roman cavalry in the Gallic rear the Gauls never got a chance to withdraw in the refight. If they had been able to do so it might have been a different result.
Points:
The Romans score 82. 5 shattered, 11 routed, 2 withdrawn.
The Gauls score 76. 11 spent; handicap of 35.
The result is still tight, but the Romans have done enough to ensure the victory.
Observations:
The Gauls may do better by retreating back to the hill and drawing the Romans forward into the disadvantageous river sections. Of course, they can't do that with unprotected flanks, so the cavalry on the right has to be better used or, failing that, more successful with its dice rolling.
It was a good fight, and some subtle tweaks to strategy here and there are crying out to be tested. I was also quite pleased - after recent painting efforts - to be able to field a Gallic army :) I'm looking forward to using it again.
In 58 BC, while shadowing the Helvetii, a migrating Gallic tribe supposedly menacing Roman allies and territory, Caesar took a detour towards the town of Bibracte to stock up on food supplies. Hearing of this from deserters, the Helvetii decided to launch a surprise attack. In the words of the man himself (from the first book of his Gallic War):
The Helvetii, either because they thought that the Romans, struck with terror, were retreating from them . . . or because they flattered themselves that [the Romans] might be cut off from the provisions, altering their plan and changing their route, began to pursue, and to annoy our men in the rear. (1.23)
In Lost Battles, the Gauls get the first move. My plan was to have them advance as quickly as they could in an effort to rush the Roman position on the hills. It didn't look impossible, but Caesar's trump card was having five late-arriving units off-table (shown here in camp) which he could bring on to reinforce the line where reinforcement was most needed.
Complicating matters for the Gauls is that their infantry line is fighting out of a river (attack penalty for the lead unit), fighting up hill (attack penalty for the lead unit), fighting fresh legionaries (attack penalty for the lead unit) and that the army, with no named generals, is short on intrinsic command points. In their favour, the Gauls have numbers and the better cavalry.
So much for the preliminaries; let's now go to the battle itself.
It begins as the Gauls advance their infantry line into and across the river.
They attack Caesar's left with the veteran cavalry (it's actually illegal to attack up hill when charging from distance, but I forgot that in the heat of the moment).
In the Roman turn Caesar brings two units of legionaries and the light infantry in on the right of the hill, recalling the levy cavalry into position behind them.
The Roman attacks are effective: the cavalry defend the hill line and the veteran infantry fire off their pila to decent effect (4 hits are scored).
His soldiers hurling their javelins from the higher ground easily broke the enemy's phalanx. (1.25)
On their turn the Gauls are finding it difficult to coordinate their attacks (lack of command points due to a low command die roll), but they attack up the hill (an all-out attack succeeds, which hits both the attacker and the defender) and move the cavalry on the left into line.
They do not have the ability yet to advance on the Roman right.
The Romans attack downhill again, with more success. They shatter the Gallic cavalry assaulting their left and continue to do damage to the infantry line (3 more hits are scored).
The Gallic left advances against the Romans on the right of the hill.
In the centre the tribesmen start to put some pressure back on the legionaries as the Roman first line tires (3 hits).
[The Romans] made a charge on them with drawn swords. It was a great hindrance to the Gauls in fighting that, when several of their bucklers had been by one stroke of the pila pierced through and pinned fast together, as the point of the iron had bent itself, they could neither pluck it out, nor, with their left hand entangled, fight with sufficient ease; so that many, after having tossed their arm about, chose rather to cast away the buckler from their hand, and to fight with their person unprotected. (1.25)
The Roman cavalry - actually allied Gauls - are now in position behind the Gallic centre-right, which is not good for morale, and obstructs any Gallic withdrawal to the hill in the rear.
The Romans are again beginning to tire, but they have more fresh reserves to call on than the Gauls do at this point (2 hits from the Gauls).
The Romans shatter an infantry unit now, but the rest of the line stands firm (2 hits).
With time running out, the Gauls make one more supreme effort to break the Roman will. Concerted attacks knock the breath out the legionaries but their experience keeps them from folding under the pressure (4 hits).
Steady! |
At length, worn out with wounds, they began to give way. (1.25)
The Gallic left holds on for a little longer, but once the situation elsewhere becomes apparent it also breaks. The cavalry get clean away, but the infantry are not so fortunate.
The battle is over, and Caesar has won an important victory!
________________________________________________
The refight followed the general course of Caesar's description fairly closely, up to where the Helvetii retreat to the hill on their side of the field and up which the Romans pursue them. Of course, due to the Roman cavalry in the Gallic rear the Gauls never got a chance to withdraw in the refight. If they had been able to do so it might have been a different result.
Points:
The Romans score 82. 5 shattered, 11 routed, 2 withdrawn.
The Gauls score 76. 11 spent; handicap of 35.
The result is still tight, but the Romans have done enough to ensure the victory.
Observations:
The Gauls may do better by retreating back to the hill and drawing the Romans forward into the disadvantageous river sections. Of course, they can't do that with unprotected flanks, so the cavalry on the right has to be better used or, failing that, more successful with its dice rolling.
It was a good fight, and some subtle tweaks to strategy here and there are crying out to be tested. I was also quite pleased - after recent painting efforts - to be able to field a Gallic army :) I'm looking forward to using it again.
Saturday, November 30, 2013
Impressive terrain boards
My gaming buddy in Osaka, Luke, has been putting together a set of interchangeable terrain boards for 6mm moderns games, and they are most impressive. If you want to see what can be done with interlocking foam boards, flock and a bit of paint, you can do so here.
Fingers crossed I get to have a game on them over the new year break...
Fingers crossed I get to have a game on them over the new year break...
Friday, November 29, 2013
Starting to look like an army...
Managed to finish off another 36 Gauls this week, and, annoyingly, lose a shield somewhere while basing them up!
They're starting to look more like an army now, which is good. Can almost do Bibracte and Sambre with Lost Battles now, but the plans are growing: Sentinum is a must, so the chariots and Samnites are underway...
Not all stands are flocked yet, but you get the idea! Another 90 or so troops to go...
They're starting to look more like an army now, which is good. Can almost do Bibracte and Sambre with Lost Battles now, but the plans are growing: Sentinum is a must, so the chariots and Samnites are underway...
Not all stands are flocked yet, but you get the idea! Another 90 or so troops to go...
Sunday, November 24, 2013
On battle reports and the appreciation thereof.
I don't know about other people out there in the wargame blogging world but one of the great pleasures for me in following other people's blogs is being able to see when they've posted a battle report, and then being able to read it.
I will read pretty much any battle report that I see. I'm not really much of a sci-fi man, but I'll even read sci-fi reports on occasion, which might give you some idea of how much I enjoy them and appreciate the effort that goes into making them.
I enjoy them for many reasons. It might be a good story, it might be lovely figures and / or terrain, it might be written in a style that grabs me, it might use a rules set I play or am interested in, it might explore a period I know, or a period that is new to me. It might be that I like the blogger personally (or as well as you can virtually) and am glad to see them writing; it could be for any number of other reasons I have not yet had occasion to think of.
But one thing that I do not like is any attempt to prescribe a format that battle reports must follow. There have been a couple of articles posted on various sites over the years - most recently on theminiaturespage.com* - about what the authors expect from a battle report and I must say that while I respect their right to a point of view I don't think that what one fellow likes needs to be turned into a list of commandments for others to follow.
It's hard enough to write a battle report as it is without someone creating a list of things that are supposed to be ticked off before a battle report can deserve the name. You put a bit of yourself into any report you write, and I think that needs to be appreciated and respected. It's all very well for someone with 100 followers and lots of mates down at the club to feel that they have a handle on what a report should be, but they don't have a mortgage on it, and everyone with 100 followers starts out at zero, and that can be a daunting place to be. Why make it harder?
Wargaming is a big hobby and there is room for all of us. I would not like to see the wonderful variety of individual approaches to after action reports being stilted by some kind of imaginary consensus on what makes a 'good' or 'bad' report.
So, write what you like, enjoy writing it, don't follow anyone else's idea of what a report should or should not be, and don't be afraid to share what you've written. If people don't like it they'll stop reading; if they do like it they'll carry on and, if you're lucky, leave a comment telling you so. Either way, all that really matters is that you've enjoyed yourself in the process.
*Edit: the chap on TMP has since said that he was not intending to lay down any hard and fast rules and was only saying what he likes to see in a report. I may therefore have been wrong in my impression he was being prescriptive.
I will read pretty much any battle report that I see. I'm not really much of a sci-fi man, but I'll even read sci-fi reports on occasion, which might give you some idea of how much I enjoy them and appreciate the effort that goes into making them.
I enjoy them for many reasons. It might be a good story, it might be lovely figures and / or terrain, it might be written in a style that grabs me, it might use a rules set I play or am interested in, it might explore a period I know, or a period that is new to me. It might be that I like the blogger personally (or as well as you can virtually) and am glad to see them writing; it could be for any number of other reasons I have not yet had occasion to think of.
But one thing that I do not like is any attempt to prescribe a format that battle reports must follow. There have been a couple of articles posted on various sites over the years - most recently on theminiaturespage.com* - about what the authors expect from a battle report and I must say that while I respect their right to a point of view I don't think that what one fellow likes needs to be turned into a list of commandments for others to follow.
It's hard enough to write a battle report as it is without someone creating a list of things that are supposed to be ticked off before a battle report can deserve the name. You put a bit of yourself into any report you write, and I think that needs to be appreciated and respected. It's all very well for someone with 100 followers and lots of mates down at the club to feel that they have a handle on what a report should be, but they don't have a mortgage on it, and everyone with 100 followers starts out at zero, and that can be a daunting place to be. Why make it harder?
Wargaming is a big hobby and there is room for all of us. I would not like to see the wonderful variety of individual approaches to after action reports being stilted by some kind of imaginary consensus on what makes a 'good' or 'bad' report.
So, write what you like, enjoy writing it, don't follow anyone else's idea of what a report should or should not be, and don't be afraid to share what you've written. If people don't like it they'll stop reading; if they do like it they'll carry on and, if you're lucky, leave a comment telling you so. Either way, all that really matters is that you've enjoyed yourself in the process.
*Edit: the chap on TMP has since said that he was not intending to lay down any hard and fast rules and was only saying what he likes to see in a report. I may therefore have been wrong in my impression he was being prescriptive.
Wednesday, November 20, 2013
The most enjoyable part of painting...
Tonight I've had the pleasure of doing the most rewarding step of the painting process, so here they are, the time-consuming little beauties! Only the flocking left to do - oh, and another hundred and twenty or so to paint, of course...
The front:
The back:
The front:
The back:
And a little gloating:
Thursday, November 14, 2013
Painting more Gauls
Well, here are the results after a week or so of mucking about with the 'wet palette' and a reasonably small batch of figures.
The painting is certainly not earth-shattering, but I probably do pay a little more attention to detail in doing a smaller batch, so it's an approach that's perhaps worth pursuing.
These still have a little bit more to be done on them, but are pretty much done. Only another 150 Gauls to go...
Onward and upwards!
The painting is certainly not earth-shattering, but I probably do pay a little more attention to detail in doing a smaller batch, so it's an approach that's perhaps worth pursuing.
These still have a little bit more to be done on them, but are pretty much done. Only another 150 Gauls to go...
Onward and upwards!
Monday, November 11, 2013
Haul of hobby supplies ...
As I get more embarrassing for everyone one of the things I like to do when I have a bit of free time is pop down to the 100 yen shop or the hardware store and have a look around.
Today I managed to find a swag of items to put into the hobby cupboard. Any ideas on what they might be going to be used for?
Today I managed to find a swag of items to put into the hobby cupboard. Any ideas on what they might be going to be used for?
A) 30 x 30mm wooden cylinders |
B) 12mm washers |
C) Assorted felt pieces. |
D) Cotton balls 25mm in diameter. |
Saturday, November 9, 2013
Slingshot 288 now available
Slingshot 288 has now been sent out to subscribers.
In it you will find two campaign game frameworks, a battle report, three historical articles, an opinion piece, two book reviews and reviews of three sets of figures.
Contents:
Editorial: Slings and Arrows, by Perry Gray.
A Short History of the Iberian Peninsular from 400 to 1100AD, by Robert Heiligers.
St Albans, 17th February 1461, by John Graham-Leigh.
Transjordanian Tales, Part 5, by Alistair McBeath.
The Roman Republic Against the Italian Gauls, by Julian Lorriman.
Gauls and Romans Scenario, by Mark Wilson.
The Calamitous Fourteenth Century, by John Graham-Leigh.
Tablets of Stone, by Nick Harbud.
Book and Figure Reviews, by Duncan Head and David Edwards.
Slingshot is issued 6 times a year to members of the Society of Ancients.
Subscription currently costs 」24 for six issues. You can subscribe through the store at the Society's website, http://soa.org.uk
Friday, November 8, 2013
Wet palette results
Well, after doing a little work on some Gauls last night I have to say I am favourably impressed by the wet palette. I can switch between colours a lot more easily, and even this morning the paints were still fresh and usable. As chopping and changing between colours is less of a chore, I think it may allow me to adjust the production line method I currently use to one that can start and finish smaller batches in a shorter space of time.
It remains to be seen whether smaller batches more frequently is better for the motivation than massive batches very occasionally, but we shall see! It can see that it could be appealing to churn out a unit in a couple of evenings...
It remains to be seen whether smaller batches more frequently is better for the motivation than massive batches very occasionally, but we shall see! It can see that it could be appealing to churn out a unit in a couple of evenings...
The paint kept fresh overnight. |
Doing Gauls in smaller batches? Good Lord! |
A wet palette
No, not a drinking story; am testing out a new painting tool tonight, as demonstrated by numerous people of late, Sean being the one I first saw. Here's what you need:
1) some kind of foamy stuff.
2) a shallowish plastic container with a lid.
3) Some grease proof paper (called baking paper elsewhere).
You trim the foam to fit into the container, add water and place the baking paper on top, thusly:
Then you press the baking paper down and put dobs of paint on it. It is supposed to keep the paint in a moist and usable state for quite some time. When you take a break you put the lid on and it stays all nice and wet in there.
The report on how it went will come later...
1) some kind of foamy stuff.
2) a shallowish plastic container with a lid.
3) Some grease proof paper (called baking paper elsewhere).
You trim the foam to fit into the container, add water and place the baking paper on top, thusly:
Then you press the baking paper down and put dobs of paint on it. It is supposed to keep the paint in a moist and usable state for quite some time. When you take a break you put the lid on and it stays all nice and wet in there.
The report on how it went will come later...
Tuesday, November 5, 2013
The Cold War goes hot in 6mm
As mentioned in my last blogpost, Luke and I recently got a game of Modern Spearhead in using Keith McNelly's excellent scenario generation system.
Set in 1979, the situation saw a Soviet Motor Rifle regiment advancing into West Germany and encountering elements of the US 3rd Infantry Division.
We made it a 600 points game, so I took two BTR-60PB battalions, both with a company of T-62Ms attached, one with an anti-tank company for support and the other the regiment's recon battalion. My third unit was an independent tank battalion beefed up with a recon company. I only took one battalion of artillery - Akatsiyas - because I was wary of Luke's counter-battery fire, and also to have more troops on table to soak up the casualties I would inevitably suffer.
The table, with objectives marked, looked like this:
I was to be attacking from the top of the picture as we are looking at it, and having only three manoeuvre units, how best to deploy them proved a puzzle.
Objectives, in Keith's scenario generation system, give two points to the holder and breaking an enemy formation will provide an additional two. I only had a vague notion of this at game start (I was too busy pre-game getting my army list sorted to worry about peripheral matters such as how to win the battle!) but the general plan was to secure three objectives and try to bash the enemy as much as possible.
Knowing Luke, I reckoned he would want three manoeuvre units of his own, so I was banking on there being two units coming up table and a third marching in on a flank somewhere.
After a bit of thinking I decided to hit objectives C and D and look to drive on E if luck was with me. With my BTRs being wheeled, there was no point having them slog through the muddy fields in the centre, so this made my decision easier. The 1st battalion with the recon would go straight up the road and take the town on Luke's side of the board; 2nd battalion with the attached anti-tank assets would flank march and head for objective E; the independent tank battalion would be deployed on table in reserve, allowing me to order the armour through the centre or to my right later on, once I had a better idea of whether there was likely to be a flank march coming in against objective B.
This is what my order sheet looked like (seen from my side of the table):
Things began reasonably predictably: Luke also appeared to be heading for the town on his right using an ACAV unit comprised of a couple of M60A1s, some M113s, some nasty M150s, and a bit of recon. His main force, a composite battalion of mechanised infantry and trusty M60A1s, was heading for objective E. It was quite big; probably 2 companies of infantry, a company of tanks and support in the form of tank-killing M150s and mortars.
Over the next two turns 1st MR began taking casualties from the M60A1s, ATGWs, and incoming artillery. But our Shilka calmly switched from AA duties to hitting the enemy ground troops while we winkled our BTRs closer.
Meantime Luke's main force showed its hand. I had expected the composite battalion to halt on the hill and assume a defensive position, but it didn't.
He came down off the hill, rushing recon and combat teams in M113s towards the wood on the ACAV unit's left flank. I waited one more turn before committing the tanks - just to make sure - and gave them timed orders to advance through the centre to objective E, and then - perhaps a trifle ambitiously! - to turn towards objective B from turn nine onwards.
As turn four rolled around the god of flank marches proffered me a 5, which allowed my 2nd battalion to come on table in a position that was particularly sweet. Since Luke has done this to me in just about every game of Spearhead or Modern Spearhead we've ever played, it was nice to return the favour!
With tanks behind Luke's flank and able to hit the weak side armour of the M60 Pattons, I decided now was the time to push the BTRs of the 1st battalion into close combat to clear the hill and hopefully break the ACAV unit completely.
But Luke had some tricks up his sleeve. First up, he called down smoke to prevent the advantageously positioned tanks from 2nd Battalion utilising their flank shots.
Second, he called down artillery onto the advancing elements of 1st Battalion, hitting them so severely that the battalion was suddenly only two kills away from its break point; exactly the number of elements that (if you'll recall) I had ordered into close combat on the hill, against an M150 and an M60!
To make matters worse, Luke's forces now suppressed both of those close-combat elements with gunfire prior to the fight, putting the odds heavily in his favour.
Clearly, those two kills were not now a million miles from possibility, and if I lost those combats it would in fact be my battalion that broke first.
So, with everything (for the moment, at least) riding upon the results of these close encounters, we took our dice, nodded coolly at each other, and flung. The first result saw the M150 kill off my initial attack, so now both his ACAV and my 1st Battalion were just one kill away from breaking.
For the second attack - with me at -2 - we rolled again; and this time I had all the luck in the world. My 4 played his 1 and we had broken the ACAV after all!
Whew!
Next turn Luke committed the third battalion which he'd been keeping in reserve. This was not large, but packed some punch: a company of M60 Pattons, a company of M113s, M150s, and the obligatory mortars.
Fortunately for us, as they came on table we got off a lucky shot, destroying the lead tank.
Less fortunately, the good news was not entirely universal. 1st Battalion now took the hit which put it over the break point. This was inevitable, but it's still a blow to see your little lead men beaten up and forced to flee...
It was now two formations on two, but I had the advantage of terrain and numbers. It was going to take some careful manoeuvring to make sure I got the best out of the tank battalion, but I was so confident that I even joked to Luke that it'd take some work to explain if I managed to lose from there.
I really should have learnt to keep my mouth shut by now!
The next few turns saw us jockeying for position in the centre and a mini-battle on my left as the tanks accompanying 2nd Battalion tried to get shots on Luke's M60s while the ATGWs and a T-12 anti-tank gun moved into position to give us local superiority.
In the centre our recon managed to call down some ICM rounds onto the M150s in the composite battalion, which tilted things significantly in our favour. Luke now had, in effect, only three guns against a potential nine in that sector.
But it was at this point, when things were looking at their grimmest for him, that Luke started to get into his work. You will probably already have an idea about what form that work took, but as I can summarise it very briefly, I will.
He did two things:
1) Call down smoke to limit the number of tank guns the Soviets could bring to bear.
2) Have confidence in the superiority of his tank crews.
And it worked.
Turn after turn we would fail to score the killer blow, and his M60s would knock out another one or two T-62s from those approaching, as you can see illustrated below:
By the end of it not only had it taken three turns to kill his three tanks, but he'd gutted my tank battalion and prevented the breakthrough to the hill that the advantages I possessed should really have made a mere formality.
It was a superb example of a player keeping his nerve, using every inch of ground, every round of smoke to limit the firepower that could be brought to bear, and carefully making sure of his own shots.
It was a hard lesson for me and one that I found a little difficult to take. After the third turn of not making any but the barest progress I was getting pretty grumpy!
My mood was not helped by the fact that it was a similar story on the left, as again I failed to make the most of my chances. There we faced smoke, shrewd gambles on our shots missing, and deadly shooting in return.
I also made a couple of silly errors here by fluffing around going into the town, but the less said about such rookie mistakes the better!
So by the time we finally destroyed the last M60 in the centre the situation on the left had reached an empasse: I was holed up in the town and pinned there by American combat teams on the outskirts, with neither side wanting to risk closing for close combat. I had more combat teams on the hill, but all of my tanks and the AT-gun had been destroyed.
At current ranges I had nothing left to hit his tanks with, and he couldn't see my infantry in cover. If he closed it would get bloody but neither of us was particularly keen on that!
So after turn nine, with family duties calling, we finished up.
As it turned out, I had won a nominal victory - 5-2 - but it really felt like a defeat. I had not made the most of my considerable mid-game advantage and it was clear that I still have a lot to learn about how best to employ combined arms tactics, particularly mortars and artillery.
I was reasonably happy with how I used the tanks in the centre, but Luke's counter-tactics there were too good. At this juncture I'd just like to say that throughout the game Luke gave me a lot of sound advice, some of which was quite detrimental to his cause. It's a great pleasure to have an opponent who genuinely wants you to get better, and not just to beat the pants off you because he knows the rules or period better, so hats off to Luke again on this score.
To conclude, it was a great game, and showed once more that Modern Spearhead is an excellent set of rules. There's still a lot I need to get better at, but hopefully that will come with time, and more speedily when there are players as sharp as Luke to learn from.
For anyone interested in reading things from the American perspective, Luke has a report up on his website as well, here.
Luke also has a blog now too, so do head on over and have a look when you get a moment.
Until next time!
Set in 1979, the situation saw a Soviet Motor Rifle regiment advancing into West Germany and encountering elements of the US 3rd Infantry Division.
We made it a 600 points game, so I took two BTR-60PB battalions, both with a company of T-62Ms attached, one with an anti-tank company for support and the other the regiment's recon battalion. My third unit was an independent tank battalion beefed up with a recon company. I only took one battalion of artillery - Akatsiyas - because I was wary of Luke's counter-battery fire, and also to have more troops on table to soak up the casualties I would inevitably suffer.
The table, with objectives marked, looked like this:
Objectives, in Keith's scenario generation system, give two points to the holder and breaking an enemy formation will provide an additional two. I only had a vague notion of this at game start (I was too busy pre-game getting my army list sorted to worry about peripheral matters such as how to win the battle!) but the general plan was to secure three objectives and try to bash the enemy as much as possible.
Knowing Luke, I reckoned he would want three manoeuvre units of his own, so I was banking on there being two units coming up table and a third marching in on a flank somewhere.
After a bit of thinking I decided to hit objectives C and D and look to drive on E if luck was with me. With my BTRs being wheeled, there was no point having them slog through the muddy fields in the centre, so this made my decision easier. The 1st battalion with the recon would go straight up the road and take the town on Luke's side of the board; 2nd battalion with the attached anti-tank assets would flank march and head for objective E; the independent tank battalion would be deployed on table in reserve, allowing me to order the armour through the centre or to my right later on, once I had a better idea of whether there was likely to be a flank march coming in against objective B.
This is what my order sheet looked like (seen from my side of the table):
Hmm, not sure if I want to tangle with these guys! |
Luke took the town on, I think, the first turn, and as he came into view 1st MR Battalion began deploying off the road, trying to use speed and cover to close with him as quickly as possible.
Luke's ACAV have taken the town and are heading for the objective on the high ground. |
The advance continues in the face of enemy fire. |
My T-62s await their orders... |
He came down off the hill, rushing recon and combat teams in M113s towards the wood on the ACAV unit's left flank. I waited one more turn before committing the tanks - just to make sure - and gave them timed orders to advance through the centre to objective E, and then - perhaps a trifle ambitiously! - to turn towards objective B from turn nine onwards.
As turn four rolled around the god of flank marches proffered me a 5, which allowed my 2nd battalion to come on table in a position that was particularly sweet. Since Luke has done this to me in just about every game of Spearhead or Modern Spearhead we've ever played, it was nice to return the favour!
2nd MR battalion arrives, behind the American ACAV. |
With tanks behind Luke's flank and able to hit the weak side armour of the M60 Pattons, I decided now was the time to push the BTRs of the 1st battalion into close combat to clear the hill and hopefully break the ACAV unit completely.
Turn 4 after movement, but prior to the artillery phase. |
The tank battalion commences its advance. |
But Luke had some tricks up his sleeve. First up, he called down smoke to prevent the advantageously positioned tanks from 2nd Battalion utilising their flank shots.
Luke's skill: exhibit A |
Second, he called down artillery onto the advancing elements of 1st Battalion, hitting them so severely that the battalion was suddenly only two kills away from its break point; exactly the number of elements that (if you'll recall) I had ordered into close combat on the hill, against an M150 and an M60!
To make matters worse, Luke's forces now suppressed both of those close-combat elements with gunfire prior to the fight, putting the odds heavily in his favour.
Clearly, those two kills were not now a million miles from possibility, and if I lost those combats it would in fact be my battalion that broke first.
Luke's skill: Exhibit B - suppressing the advancing BTR teams prior to close combat. |
For the second attack - with me at -2 - we rolled again; and this time I had all the luck in the world. My 4 played his 1 and we had broken the ACAV after all!
The crucial combats end one apiece. Great tabletop theatre! I think I like this game... |
Next turn Luke committed the third battalion which he'd been keeping in reserve. This was not large, but packed some punch: a company of M60 Pattons, a company of M113s, M150s, and the obligatory mortars.
Fortunately for us, as they came on table we got off a lucky shot, destroying the lead tank.
Things look pretty good right now! |
It was now two formations on two, but I had the advantage of terrain and numbers. It was going to take some careful manoeuvring to make sure I got the best out of the tank battalion, but I was so confident that I even joked to Luke that it'd take some work to explain if I managed to lose from there.
I really should have learnt to keep my mouth shut by now!
The next few turns saw us jockeying for position in the centre and a mini-battle on my left as the tanks accompanying 2nd Battalion tried to get shots on Luke's M60s while the ATGWs and a T-12 anti-tank gun moved into position to give us local superiority.
2nd Battalion getting into position to take out the M60 Pattons. |
In the centre our recon managed to call down some ICM rounds onto the M150s in the composite battalion, which tilted things significantly in our favour. Luke now had, in effect, only three guns against a potential nine in that sector.
The situation in the centre just prior to us sorting out the M150s with artillery. |
He did two things:
1) Call down smoke to limit the number of tank guns the Soviets could bring to bear.
2) Have confidence in the superiority of his tank crews.
And it worked.
Turn after turn we would fail to score the killer blow, and his M60s would knock out another one or two T-62s from those approaching, as you can see illustrated below:
By the end of it not only had it taken three turns to kill his three tanks, but he'd gutted my tank battalion and prevented the breakthrough to the hill that the advantages I possessed should really have made a mere formality.
It was a superb example of a player keeping his nerve, using every inch of ground, every round of smoke to limit the firepower that could be brought to bear, and carefully making sure of his own shots.
It was a hard lesson for me and one that I found a little difficult to take. After the third turn of not making any but the barest progress I was getting pretty grumpy!
My mood was not helped by the fact that it was a similar story on the left, as again I failed to make the most of my chances. There we faced smoke, shrewd gambles on our shots missing, and deadly shooting in return.
I also made a couple of silly errors here by fluffing around going into the town, but the less said about such rookie mistakes the better!
So by the time we finally destroyed the last M60 in the centre the situation on the left had reached an empasse: I was holed up in the town and pinned there by American combat teams on the outskirts, with neither side wanting to risk closing for close combat. I had more combat teams on the hill, but all of my tanks and the AT-gun had been destroyed.
At current ranges I had nothing left to hit his tanks with, and he couldn't see my infantry in cover. If he closed it would get bloody but neither of us was particularly keen on that!
So after turn nine, with family duties calling, we finished up.
As it turned out, I had won a nominal victory - 5-2 - but it really felt like a defeat. I had not made the most of my considerable mid-game advantage and it was clear that I still have a lot to learn about how best to employ combined arms tactics, particularly mortars and artillery.
I was reasonably happy with how I used the tanks in the centre, but Luke's counter-tactics there were too good. At this juncture I'd just like to say that throughout the game Luke gave me a lot of sound advice, some of which was quite detrimental to his cause. It's a great pleasure to have an opponent who genuinely wants you to get better, and not just to beat the pants off you because he knows the rules or period better, so hats off to Luke again on this score.
To conclude, it was a great game, and showed once more that Modern Spearhead is an excellent set of rules. There's still a lot I need to get better at, but hopefully that will come with time, and more speedily when there are players as sharp as Luke to learn from.
For anyone interested in reading things from the American perspective, Luke has a report up on his website as well, here.
Luke also has a blog now too, so do head on over and have a look when you get a moment.
Until next time!