We start this week with some hover vehicles with a nice paintjob from Marcus, I believe these are Old Crow vehicles.
Next up and Dave P has started on a new project with some WW2 Soviet troops.
And tanks of course, you must have tanks.
Moving on and we have a Ziggurat complex from Sean made out of various small scale scenery bits from Brigade Models.
Now we have a Vietnam village from Stephen, it’s a nice aerial shot but a bit of a teaser as to how good the buildings look. Hopefully we’ll get more shots of this.
And last for this week I’ve started work on another Dropship conversion. I’m going to turn this 15mm grav vehicle from Brigade Models into a bulky dropship for my 3mm forces. Not sure how I’m going to convert it yet. I might put legs on it, haven’t decided.
A small but perfectly formed offering for this week. We start with Mark J having almost finished his Judge Dredd miniatures. Mark has also been employing Felix to paint up some Volksgrenadier’s.
Next and I’ve painted up a force for Xenos Rampant. These are from the old (although still in production) Critical Mass Games range. These are the Kaamados Squamata miniatures.
And lastly for this week, Tony F has been working on the bases for his Belgian guns.
The days are getting shorter but there is no shortage of effort from the society members. We start this week with Tony F who has almost finished his WW2 Belgium force. Above we can see the officers with troops and AT guns below.
Here we have a close up of the guns.
And some specialist soldiers I believe with a mortar.
Next up and I’ve been busy with dropships again. This time I made some legs and put them on a Starship model from Brigade Models. It’s completely the wrong scale for my 3mm miniatures but I think it looks the part as a dropship.
Now we have the very first contribution to WIP Wednesday from Mike, with a selection of figures destined for a D&D Dragonlance campaign.
Any finally this week Marcus has been sticking to Sci-Fi but in two different theatre’s. First we have some spaceships.
Welcome to another Wednesday post and we Start with Mark J and some progress for his Judge Dread game, the Fatties and CitiDef are coming along in suitably bright colours.
Next up Marcus has made progress on his Star Schlock robot.
And a 15mm tank, no doubt destined for his Xenos Rampant army.
Moving on and Tony F has been busy with his WW2 Belgium units.
Tony has added some rather fetching decals to his carriers. The weathering on these is looking very nice.
Tony has also started on the bases for some guns.
And because it was Halloween Tony has done a head swap for a suitable pumpkin.
Next up and Stephen has been painting some colourful villagers. I suspect there will be more to come so here’s the first batch.
And last for this week I’ve been continuing to paint my 3mm sci-fi miniatures. Although this time I’m using a 6mm scale Assault lander as a 3mm Dropship. I think it fits the role well.
This week we thought we would show you what a day at the Maidstone Wargames Society looks like. As a reminder the society meets on the second and fourth Saturday of each month at the Linton Village Hall between 10am to 5pm, which gives members enough time to pay a couple of quick games or to play something larger.
At our 12th of October meeting there were six games covering quite a varied array of periods and scales.
We start with the game from our featured image above. Andy and Stephen have started a short campaign of the Norman conquest using the Lion Rampant ruleset.
Both have extensive 28mm dark age armies which means as well as being able to play larger battles they also have enough miniatures to represent both forces. This allows them to accommodate new players to the period or scale.
That’s always been an advantage to being in a club or society. I had no dark age miniatures when I first joined, but other members provided miniatures so I could try out new rules and games to see if I wanted to get involved.
We did this for the Saga rules and I now have a sizeable Viking and Anglo Saxon force of my own.
For that big battle feeling Paul put on a Napoleonic battle using 3mm miniatures.
Paul was trying out some home grown rules and the game was a good example of one player providing all of the forces for this epic battle.
All Paul needed were some willing volunteers and so a number of other members joined in to test the rules.
For this meeting Tony F and I had a practice game of Xenos Rampant. There’s normally a good mix of historical and fantasy or sci-fi at the society. I’d not played Xenos Rampant and asked Tony who had played a couple of games to go through the rules with me.
The games were played using 15mm miniatures, but my Xeno Rampant army was still on the painting table and so I used some of my other sci-fi miniatures that would work at any scale.
Namely some 6mm scale mechs and some 28mm powered armour that also double up as suitable armoured mechs for 15mm.
Tony F provided the terrain for the games and we managed to really test the rules and get two games in on the day.
Mark J and Felix had been painting like mad to get ready for the Vietnam game they were putting on. Often at the society someone will put on a larger game that can accommodate a number of players. I believe this game had six members playing on the day.
Again a great advantage of being a member. When real life gets in the way it’s great to be able to just turn up an play. No need to prepare anything, you don’t even need to bring dice or a tape measure, although there is always a shortage of the latter!
The Vietnam game was a nice big one using several of the tables available, giving the US forces lots of jungle to get through.
I didn’t ask who won, but each time I looked over the table there were a number of concerned faces.
John La was also testing out some rules he is writing covering the notorious boarder reiver period along the Anglo-Scottish boarder.
A number of members have been regularly helping John with the rules, I’ve not played it myself, but I do believe the games are now flowing very well.
Also nice to have games that are more scenario based and not just a straight forward battle to challenge players in other ways to achieve victory.
Speaking of scenarios the sixth game at the meeting was provided by Eric who put on a Call of Cthulhu role playing session. A number of members jumped at the chance of a bit of RPG action. In recent times the society has seen a number of members run role playing games.
If you are interested in joining the society or just want to come and have a look at what we do, either to learn more about the hobby or re-kindle your enthusiasm for miniature wargaming check out the details on our about the Maidstone Wargames Society page., or come down to one of our meetings, you can see what we currently have planned on our diary page.
It’s another Wednesday and so we have some more progress from the membership.
We start this week with Marcus and some Star Schlock miniatures. Marcus has also been working on some GZG sci-fi Japanese miniatures, with an interesting camo pattern. There is a trend with members to go for brighter colours rather than the drab khaki for sci-fi miniatures.
Which I completely agree with having gone for a fetching blue for my Executive forces. These are Atlas Combat suits from Brigade Models that I’ve painted up and based to act as light mechs next to my 3mm sci-fi forces.
Moving on and Mark J has started on some ‘Fatties’ and more Citi-Def for his upcoming Judge Dredd game.
And lastly for this week Andy has been making progress on some terrain. Firstly his fences are done.
And his been working on an unusual little model of a tomb.
It’s work in progress Wednesday and we star this week with some Ashigaru from Felix. I’ve never played games from that era, should really try and do that.
Next up and Charlotte has made some progress on their church, just the windows and doors to add detail to.
Charlotte has also decided to get on the property ladder with the purchase of an MDF castle. This looks like it’s going to be a lot of work to paint and detail, will be interested to see the progress on this.
Now we move onto Tony F who has been working on his universal carriers and towed guns.
We see a new project from Andy next with some Einherjar … nope me neither. I see now they are essentially space dwarves from Wargames Atlantic.
And finally this week also from Andy are some headless Dark age cavalry. I have it on good authority they won’t be staying headless.
We start this weeks post with some 2, 3 and 6mm sci-fi from me. I’m mixing it up a bit here by finally getting round to painting up some 2mm sci-fi desert buildings from Brigade Models. In the background you can see a 6mm Mech (also from Brigade) and some of my 3mm sci-fi miniatures.
I think the scales mix quite well.
Next up and Peter M has been building some sci-fi walls and I’ll let him describe the construction “The walls are foamboard, covered with cut-up sections of a cheap PVC mat; the black plastic top strip is a slide-in document holder; and the critical ‘connector’ pieces are 3D prints.”
Now we move onto Andy who’s still got his painting mojo it seems with some fence work.
And his completed GZG Japanese Xenos Rampant force.
Marcus has also been painting up some GZG Japanese sci-fi miniatures
And yet more Star Schlock miniatures, I dread to think how big the collection is now.
And last but by no means least this week, Tony F has painted up some portaloo’s that will no doubt make it into the next game of Stargrave.
We start this week with some Ninja Strike Force action From Peter M. These have been converted to have more modern weapons akin to the ninja force in the Bond film you only live Twice (one of my favourites).
Next up Andy has finished the last of his squads for Xenos Rampant.
Andy has also put the finishing touches to the Broadside show figure from *cough* years ago.
But it’s been a productive week for Andy as he has also finished of his cyber gun dogs, apparently destined for a game of Stargrave at some point.
Moving on and Mark J has been busy with some more Vietnam era stuff. This time some USMC Grenadiers.
And a NVA recoiless rifle team.
And finally for this week Stephen has also been painting up some Vietnam miniatures, this time it’s 15mm NVA.
Stephen presents a comparison of three different WW2 rules.
I’m only an occasional WW2 gamer. Probably not even that often. I often tussle with what rules to use because I’m not sure what kind of game I want. Generally, I’m more interested in the infantry experience, but WW2 is all about the tanks as well, isn’t it?
So what I’ve decided to do is have a game with the three sets of WW2 rules I have – Crossfire by Arty Conliffe, Battlegroup by Warwick Kincaid, and Fireball Forward by Mark Fastoso and Jonathan Miller. To test the games I have decided to play exactly the same scenario with the same forces to see how it goes.
Scenario
To give a true compare and contrast between the rules all games will use the same layout and the same forces (more or less), a German company with machine gun support and a Russian company with mortar support.
The games will be small ones, on a 3’x2’ board. To the south east is a farm with a road running north/south and a junction heading west. Wheat fields lie either side of the western road. To the north east and south west are areas of light woodland. In the north west there is an area of high ground.
The Battlefield
It is August 1944 somewhere in east Europe. Stalin has launched Operation Bagration. The Germans are on a strategic withdrawal in the face of a Russian advance. The German armour is making its way south, down the road, so it can turn west back to Germany. The Russians are coming from the south east. Both sides need to capture the farm and the road junction – so the Germans can get their tanks to safety, and so the Russians can stop them! A German infantry platoon has been sent to capture the objective, just as a Russian scout platoon arrives on the scene…
Game #1: Battlegroup
As written, Battlegroup uses individually based figures. But mine are based in 3s. This is easily dealt with by adding wound markers. Each player’s battlegroup is composed of ‘units’ (e.g. a squad of infantry). Each unit will add to the Battlegroup’s Battle Rating. During the game a player will have to draw a token from a bag after certain events (e.g. a unit is destroyed, or you try to unpin units, plus other events). This token could have a numerical value (from 1 to 5) or be a special event. When the numbered tokens add up to the battlegroup’s Battle Rating it is game over.
Germans take cover by a wheat field.
The Russians went first. At the start of each turn the player rolls one or more D6s (depending on the size of the game) and adds one for each officer. This total is the number of units you can activate this turn. This means you won’t always be able to activate everything every turn. I like that – it creates tension and decision making.
The Russians advanced north along the road and west behind the wheat fields. In response the Germans advanced – one squad with MG34 went into the wheat fields and the other two squads advanced toward the two areas of woodland. To activate a unit you must choose from specific orders. These include moving and firing, firing and moving, double move, double fire, plus many others (e.g. calling in mortars). One such order is to put your unit on reactive movement or reactive fire, which occurs in your opponent’s turn.
Russians advance past the farm.
The Russians moving behind the wheat field held in place and went on reactive fire (wondering what one of the German squads would do). The Russian Maxim gun attempted to open fire on the other German squad in the other piece of woodland. To open fire first you must roll to spot. This seems to be the case even if you have previously shot at a unit (the wording certainly implies this is the case), the rules highlighting how seldom opposing enemies saw each other, especially when trying to keep low and out of sight themselves. Once spotted you then total up all the figures firing – each weapon has a ROF and this is the number of dice rolled. Chance to hit is based on range and ROF. The target then makes a save roll (based on any cover). Remaining hits are then taken as casualties and a morale roll is taken which could be anything from OK, to Pinned, to Rout. Standard stuff.
The Germans were starting to encircle the Russians, holding both areas of woodland and also the wheat fields in the centre. Then, on the Russian turn, the Russian officer called in some mortars. This caused two German casualties and the Germans failed their morale and went pinned. A pinned unit can take no action at all and stays pinned until rallied. To rally a player must draw a token from the bag. For each token 1D6 pinned markers can be removed. I drew a token and pulled out a 3 – a significant number for a game as small as this. The German MG34 decided to return the favour and opened up. The Russians took casualties and also got a Pin result. But on the Russian turn I decided to leave them pinned (you don’t have to rally) for fear of drawing a bad token.
The Russians in the fenced field have taken casualties and one unit is pinned.
The Germans had taken more pinned markers, which I had to try and rally or else they’d sit there doing nothing.
Germans have taken casualties and are Pinned, but they drew a “Beyond the Call of Duty” token.
But this time I drew a special marker: Beyond the Call of Duty. Not only did the pin marker come off, but it came off without any harm to their Battle Rating. The Beyond the Call of Duty marker allowed them to make a roll to see if they could take an extra activation. They failed. But at least they were no longer pinned.
Ultimately, it would be a Russian victory. The Germans found themselves taking shelter in the woods and with Russian mortars falling they soon took enough casualties for game end.
Game #2: Crossfire
A confession: I’ve played Crossfire quite a few times. Models in Crossfire are based in multiples, with 3 on a base for a squad. It’s pitched at company level infantry actions, which is precisely what I’m interested in.
Russias occupy the farm, but some are Suppressed.
So Crossfire has some key concepts – no fixed turns (units can keep activating, multiple times), no ranges (if you can see it, you can shoot at it), no move distances (I’ll say a bit more about this). The core mechanics are very simple though – when shooting you’ll roll a few D6 and need a 5 or 6. One hit is a Pin, two hits a Suppression, 3 hits a Kill. Not rocket science.
Germans brace for the Russian advance.
The game started with the Germans on the high ground. The Russians came on by activating. You can either move them by individual squads or you can do a group move. So I brought the first Russian platoon on, behind the barn. I put the mortar observer in the barn where he’d have a good view. And so on. In Crossfire units move in straight lines. Players have to indicate to their opponent the route they are taking and if an enemy squad can draw LOS it can make a reactive fire. If the reactive fire fails to Suppress then the active player can carry on. If it does Suppress then initiative switches. Units move from terrain piece to terrain piece (or into the open). All the time they have initiative they can activate again, even with the same unit.
Russians advance screened by smoke.
The Russians moved up to the western road with two of their platoons whilst the Germans came off the hills to take cover behind the wheat fields. The Russian FO then called in smoke to obscure the Russian advance and the Russian squads moved up behind it. The Russian Maxim MG took up position in one of the farm buildings to prevent a German flank attack, it opened fire on the Germans but failed to score a hit.
Over to the Germans.
With little to stop them the Germans made their way along the top of the battlefield and into the woods, where they engaged the Russian Maxim. The MG crew attempted reactive fire but failed to score a hit which means they would be unable to do any more reactive fire until after initiative switches, so they are marked with a No Fire counter. The Germans opened up.
Russian Maxim gun team are Pinned, and may Not Fire until initiative changes hands
Things were a bit slower along the western road, with neither side daring to break cover. One of the Russian platoons dug-in and the German machine guns repositioned. Meanwhile the attack on the farm buildings was going well for the Germans – they destroyed the Russian MG and moved up to occupy the buildings. To counter this a Russian platoon moved into one of the wheat fields and a prolonged firefight broke out, but the Russians finally managed to dislodge the Germans from the farm.
The game would end as another Russian victory! This game had been a lot more dynamic and fast-paced – one of the advantages of Crossfire. It had been more tactical as well (compared to the line ‘em up, face each other, and start shooting affair of Battlegroup). This is the real advantage of Crossfire – you start to think like an infantry commander – laying down smoke for cover, trying to organise squads in to firegroups or the eponymous crossfires, when to react, when to rally…lots of decision points. That’s where the complexity lies in the game, in the tactics. Very enjoyable.
Game #3: Fireball Forward
OK, let’s deal with the elephant in the room. The dice. If you know anything about Fireball Forward it’s the whole dice thing. So here’s how it works. To shoot you will be rolling some white D6 and some red D6 (for infantry squads it’s actually one of each). And you will also be rolling a range dice (a D20 for infantry). The red dice hits on a 6. Only a 6, and it’s never modified. The white dice can be modified and will hit on either a 4, 5, or 6. Then we come to the range dice. A weapon has an effective range (e.g. 10”) PLUS what you roll on the range dice – so for infantry squads it could be up to 30” (10” plus you roll a 20 on the D20). You do not pre-measure! So after rolling, if the range is higher than the effective range plus the range dice you have missed regardless of what you roll on the white/red dice and if the target is within the effective range plus range dice then there’s the chance of a hit – check the white/red dice. If the actual range is less than the D20 roll you get a +1 on the white dice.
Russians open up, if the range to their target is <=13″ they’ll score a hit with the 5 on the white die.
That sounds more complicated than it actually is. It only gets messy when you are dealing with weapons with range dice like D20D20D8.
You are either going to get on with this or you aren’t. It’s a marmite thing. Like I just said, it’s not as bad as it sounds like it could be, so long as you restrict yourself to predominantly infantry actions with just a few different armoured vehicles.
Russians about to be outflanked.
Movement is also a bit novel. Infantry can, in theory, have an unlimited move. But what they can’t do is finish their move, nor can any part of their move, take them more than 12” from where they started. The player must trace the movement route so the opposing player can announce if and where he can make an opportunity shot.
These are the two big Fireball Forward things and I wanted to get them out in the air at the beginning.
For initiative you need a pack of playing cards. You draw a card and keep drawing until a different colour comes up – you put that card back on top of the deck. You check how many cards you have and then you mark your units with a number and activate them in that order – lowest first. So let’s say I draw 3 red cards and the fourth is black. The black card is put back. I have three red cards which means I can now activate three Allied units. Once all units, of both sides, have activated a new turn begins. What’s really good about this is that both players are involved at all times and there’s always a chance you can salvage a bad situation.
German machineguns about to fire.
I realise I’ve spent more time discussing mechanics than actual game play, but that’s OK – after all, this is about letting you know about these very different sets of rules. I bet those of you who are into rules writing and game design will enjoy reading Fireball Forward.
So let’s deal with the actual game. This one turned into a much harder fought encounter. Both sides used more or less the same tactics as previous games – the Germans moved along the northern edge into the woods and then tried to force their way south, down the road, into the farmyard. Meanwhile, the Russians advanced along the southern edge, behind the wheat fields, hoping to outflank the Germans.
This time the Germans were more successful. They eliminated the Russian platoon occupying the farm and then moved in themselves. The German machine guns halted the Russian advance down the western road and brought up a platoon through the fields to outflank the guns. Meanwhile, the Germans in the farm pressed the attack and came round behind the Russians to launch an attack against the Russian company command and Maxim gun. The Germans finally achieved a win!
Russians move past the farm.
Conclusion
I’m not going to offer scores or say which is best and that kind of thing. Instead I am going to say how they suit me and my gaming – in a club setting with multiple players on a Saturday.
Battlegroup is a very ‘traditional’ game. By that I mean it is an IGOUGO system with nothing particularly ground-breaking mechanics wise. I don’t mean that negatively. If you have several players, none of whom have played Battlegroup before (or even WW2), then they will pick it up soon enough. Which is what you need in a club. It’s also aimed at being a ‘big’ game – with combined arms. Battlegroup, as the name suggests, is about lots of infantry and armoured columns having at each other. The simplicity of the rules does mean it has less subtlety or tactical finesse and I imagine it could get a bit vanilla, but that also suits group play.
By contrast, Crossfire is a game for the gamer. It may be the oldest of the three but it’s also the most innovative. It’s really aimed at infantry-only games. Yes, there are armoured vehicle rules, but they do seem a bit tacked on and the rules writer himself admits they aren’t the best. And they aren’t. Fortunately for me, infantry actions are what I’m most interested in, so I don’t play Crossfire with vehicles. Although it’s a simple game, the novelty of some of the processes will take a bit of getting used to for a newcomer. The game mechanics are very simple, but the tactical choices and options are what make it complex – the mark of a good game! A one-on-one game with someone new would be a good way of introducing the rules and be a real pleasure. Crossfire is my go-to WW2 rules. If you are inclined to the tactics and experience of the infantry commander then you could do a lot worse.
This leaves us with Fireball Forward. Like Crossfire, it has some innovative components, particularly the dice mechanism. Like Battlegroup, it is also about combined arms and integrates vehicles into the rules in a better way than Crossfire. But I have to underline the dice mechanism. It reads worse than it plays. In practice, you roll the hit dice and range dice at the same time, and I found myself looking at the hit dice first to see if there was even a chance of hit. This made it playable and you will pick it up in just a couple of turns of combat. This is OK so long as you aren’t dealing with too many varieties of range dice. Infantry will, generally, be using a D20. Though some vehicles will use a tortured combination such as D20D20D8D8. No. Just no. As such, for my money Fireball Forward works somewhere between Battlegroup and Crossfire – mainly infantry actions with two or three vehicles in support. Which is what I’m looking for.
There’s a place for all these rules. What you go for will depend on what you are looking for. They all provide a different kind of game and they all provide a good game. You won’t go wrong with any of them, but I think I will mostly be sticking with Crossfire (with the odd game of Fireball Forward).
Oh, one last thing. Yes, I have heard of Chain of Command. Yes, it is a very good game. But I don’t own a copy.
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