Monday, 26 August 2019

A Sergeant's Normandy - 6mm AAR

Today was a momentous day. I finally took the plunge and used my 6mm WW2 armies for an actual game. The rules I used were A Sergeant's War, a set I have had for a couple of years now and have wanted to get to the table for a while. I am glad that this happened.

The scenario: An under-strength US platoon is tasked with shortening their defensive lines by advancing a few hundred metres to take possession of some nicely defensible farm buildings. However, these buildings fall within the firing sectors of an opposing under-strength German platoon. Chaos ensues. 

US Forces: 3 "leaders", 3 infantry sections of 5 men, 2 BAR sections of 4 men.

German Forces: 3 "leaders", 3 infantry sections of 4 men, 2 MG34 teams of 3 men.

After advancing unopposed a few hundred metres the US infantry find themselves close to the farm buildings. The final push may be where they finally face some resistance. 

An MG team and infantry squad hug the bocage waiting to ambush the advancing Americans.

Another MG team covers any approach to the barn.

A BAR team advances to the edge of cover and comes under ineffective defensive fire. The first shots have sounded. Defensive fire halves the number of D6 you can roll, thus halving the number of possible casualties, and decreasing how many pins you can inflict. 2 pins is pretty bad. 3 pins breaks the unit, forcing them to retreat some.

After a general advance, with the Americans hugging a line of bocage, the Germans advance slightly, to hug their bocage line also. 

A rifle squad had trouble crossing the bocage and found itself out in the open. This time, when the German MG team open fire it was much more effective causing the unit to become pinned, but not inflicting any casualties. For each hit you take, you roll for a casualty. Then, for every hit AND casualty, you roll a morale test. The more morale tests you fail, the more pinned you become. If you get caught in the open, you also take an extra morale test. Mini red dice are pin markers. The numbers on them are irrelevant. I just couldn't be bothered to dig out my little card markers from Starport Scum.

On the other flank the US rifle squads advance into the open field, hoping to rush across. One squad gets heavily pinned under furious rifle fire. This is where I discover that getting caught in the open is actually really bad. Two pins mean you can't move or shoot and can only attempt to rally, or react in a firefight (close quarters combat).

Now it is the American turn and the BAR squad advances and fires, pinning the German rifle squad. I may have played wrong, but I played that my squad took 2 pins, but then at the start of their turn they could rally and lose one, so having 2 pins actually meant nothing because no-one was left to fire at them. But now thinking about it I can see the purpose.


Lots of ineffective fire is exchanged across the bocage, while one US rifle squad holds one of the farm buildings. I said that as soon as the US held both buildings I would give Jerry 2 turns to root them out.

The Germans lay down plenty of poorly aimed fire on the right flank causing little more damage than some scared rabbits and a few broken twigs.


On the left flank, however, the BAR team and the rifle squad both become pinned. It turned out that in this game, even having only 1 pin marker made you pretty much useless. All units needed a 3+ to hit, but had a penalty of -2 for being pinned and -1 because most units had cover, so I needed 6 to hit which almost never happened.


After rallying the BAR team on the left flank double pinned the MG team. This was a good win, essentially buying them some time to advance. The leader failed to succeed in the re-roll of a morale test. The BAR team scored 2 hits. It then rolled 2 casualty checks, but because they didn't roll a 1, none were inflicted. As such, because there were only 2 hits and no casualties, the MG team had to roll 2 morale checks, both failed. The leader nearby allowed them to re-roll one, but they rolled a 2, which failed. Rolling a 1, would have gotten the leader killed, which is the risk of using them. An interesting mechanic.


The right flank BAR team also managed to heavily suppress the German rifle team with withering fire. In this game I completely forgot that US infantry, armed with the M1 Garand get a free second suppressing attack that cannot cause casualties, but can cause more pinning. 


As a response the MG team and rifles opposing the US advance lay down some serious fire, heavily suppressing the GIs and even causing a casualty.


With the left flank heavily suppressed the NCO tries to help rally his men, only to get himself killed. At the start of each round every unit can attempt to rally to remove a pinned marker. If you fail this, your leader can allow you to re-roll, but on a roll of 1, he dies. 


Sick of all this sitting around, the right flank advance into ineffective fire. 


The US rifle squad holding the farm complex also advance slightly to help lay fire down on the German defenders. This is lucky as they manage to heavily suppress them.


Back on the left the US rifle squad charges in to engage in a firefight (close quarters fighting) with a German squad. This was mainly for me to experiment with firefights. I love them.


With devastating effect the GIs unload their weapons across the bocage, inflicting some casualties and forcing the Germans to retreat, broken. Luckily the nearby German unit remained resolute to fight on. The Americans soundly won the firefight. Casualties were lighter than I would have thought. The "spreading panic" thing was interesting, but it had no impact. White die represents broken.


In the centre the BAR team and rifle squad open up on a German rifle team and inflict a casualty while also causing the unit to break. 3 pins means broken. No moving, no firing. Retreat a full move away. Can only hope to rally in next turn.


The BAR team on the left flank advances up to the barn and opens fire on one of the MG teams, pinning it. Unable to do much by way of fighting, and unlikely to retake the farm buildings soon, the Germans call it a day and begin a withdrawal.


It got a bit boring in the middle where people just seemed to be lobbing fire across at each other to little or no effect. Otherwise I enjoyed the game and look forward to trying out some more. 




Wednesday, 21 August 2019

6mm Pak 40s and some support weapons

I now have a few more MG42 teams and a couple of extra Panzerschrek teams in the hope to get some more diverse forces together for any games I might have. I hope to have at least one before the end of the school holidays.



Two Pak 40s. These nasty guns are just waiting for some Shermans to poke.


Saturday, 17 August 2019

6mm US Support weapons and command stands.

Inspired by watching Valkyrie and going down a Wikipedia rabbit hole of various WW2 history I decided to get cracking with my 6mm WW2 and to try and get a game in before I go back to school. So here we have some more finished US support units.

 A 57mm AT gun ready to ambush and bounce rounds off of the big cats.

 A 30cal team.

 Waiting, guarding a farm.

 Some HMG teams.

 The 30cal covers an advancing rifle squad.

A few command stands. I hope I can use these for various sized command squads according to differing rule sets.

Tuesday, 13 August 2019

Towel fields - more experiments

In an attempt to create more cheap, easy fields I spent some more time this week trying a few ideas. The top photos are are the same field. It was a square of hand towel that I soaked in an ice cream tub that had watered down green acrylic craft paint from The Works. I soaked it for a minute and took it out hen left to dry.  It took a few days to dry,  but that may have had something to do with me not squeezing out excess water, and leaving it on my cutting mat. Once I hung it on the railing in my garden it dried faster. It is pretty crispy and I like it. The paint is also a bituneven which lends itself to looking real. Some of the material is also quite matted down which I also like. 



However, I wanted to try it out a little differently next time. So I took an entire towel and soaked it in a bigger ice cream tub with a mixture that was more watery than the last one. I also tried squeezing out excess moisture, but it started going white again. I then hung it on the line. The tub of ice cream never had a layer deeper than 2cm of paint mixture but I did have to top it up a few times. I am pleased with how it looks and it took about 24 hours on the line to dry through...although a few times I had to hide it in the play house due to rain showers. 

I wonder what will happen when I chop it up.

Saturday, 20 July 2019

6mm Bocage - my best yet

I have finally gotten a recipe for 6mm bocage that pleases me. Stolen shamelessly from Derek's wee toys blog, it has given me the desire and momentum to get my 6mm WW2 stuff going again. The momentum is also coming from my re-reading of the ruleset "A Sergeant's War" by Nathaniel Weber.  It is doable on small tables, and with relatively little in terms of fancy terrain. I like the idea of being able to have small, quick battles with my 3,2,1 based infantry. 

Anyway, these bocage pieces look good and are fairly simple and cheap to make. The problem I have is that you can see the hot glue in some parts. I also am not a huge fan of the static grass no the banks, so might need to experiment with some flock that looks less cartoony, like the unfortunate flock on my US infantry and the vehicles. 


So I have 8 jumbo lollystick lengths of bocage. I need to have a huge amount more than this, so this will likely end up being my project for the summer holidays.


Sunday, 7 July 2019

Activities Week 2019

Thanks to the wargaming activity last year being a success overall, I decided to offer it again this year, only this time I would run it for all four of the days of activities week. (Day 5 is an inter- house tournament). 

Uptake: Monday there were about 8 students, all boys. I got to play a few games with them. All I had on offer were five tables set up with Horizon Wars. It was pretty successful.

Tuesday there were about 11 boys, some of whom were incredibly bored by break time. I had nothing else to offer them (even though I had a box full of Star Wars Pocketmodels that I could have played, but forgot about). Lesson learned. Tuesday night I went home and raided the garage for all of my 20mm WW2 terrain and boxes of figures, all my boxes of Star Wars Miniatures, dug out my Pirates of the Spanish Main ships, and even brought out Munchkin, Zombies!!! and Pirate Flux with a couple of decks of cards. Following this I sat and wrote the rules out in quite simple terms for Zombies!!!, Flying Lead and Horizon Wars in an attempt to give students a step by step guide to play the rules with little to no input from me.

Wednesday I had about 10 boys, some of whom have learning blocks that made it hard to understand even my simplified rules and step by step guides. The room looked better though, because I had a WW2 table set up for Flying Lead, 3 tables with Horizon Wars, 1 table with Zombies!!!, a table with Star War Miniatures and a blank table with Munchkin ready to go. This day was interesting because I interacted more with the students and played with more of them at once. Some of the boys, though got bored and made their own rule set up, which I was impressed by. Others took to playing with the miniatures without rules, and a bunch of them got scratched, which upset me, but is just collateral damage I guess. On Wednesday night I wrote my own set of rules to even further simplify wargaming in general. 

Thursday came and there were about 20 boys there with me. It was very varied and much like the day before, some were weak students who needed everything explained again, but in general they got a good feel of what wargaming is like and some expressed an interest in an after school club. I will see if I can make that happen next year.

Because I was more involved with playing, I took fewer photos this year than last year. Here are assorted photos from games across the week.













Wohoo for my WW2 figures getting to the table for the first time in almost five years!

It was nice brushing dust off of Zombies!!!

However, my absolute highlight must have been playing Star Wars Miniatures again. I managed to get hold of some sheet plastic to place over the map, which will save me money laminating them in the long run. I had two fairly simple squads, and a couple of the games actually ended up bring really close. It genuinely gives me the bug to play it more, but I don't want to railroad kids at school into fulfilling my hobby for me...