EXCERPT FROM APPENDIX 1 from Don Featherstone's Battles With Model Soldiers
(The book that got me started.)

"Nothing in these pages is a dictate, no word says you must or you shall do it this way. On the contrary, the book sets out from the very beginning to stimulate the reader to think for himself, and to use what he has read merely as a foundation for efforts and ideas which reflect his own temperament and character. Only in this way will he obtain maximum satisfaction from the hobby of battling with model soldiers."

-Don Featherstone 1918 - 2013

Sunday, March 18, 2018

Tuning the Scenario

Having added some of the missing units and de-tweaked the rules a little, I decided that it was time to tweak the scenario and play another solo test. If that works then I can take a break to play something else while I paint a few more figures and work on terrain.

This is essentially the same layout as originally planned but with a few adjustments. The most important is that the allied front line has been moved back and the depth of the German deployment area increased. I have also awarded victory points for the rear woods on the far flank and the farm on the near side as well as for the central hill and each block of the town as before.

Perhaps most importantly, the higher infantry movement rates and ability to move and fire with a penalty to both have been restored so that the Germans have more chance of actually reaching the main town with time to attack it.

In addition to now having the always planned 4th battalion of German infantry I have decided to backtrack on my decision to split up the regimental MG company and will instead field it as a pure MG stand with an extra die but not capable of firing and moving or of assaulting.

Now to see what, if any, difference the tweaking makes to the game.

Saturday, March 17, 2018

A Portable Speed Bump

With winter winding down, I made the trek in to Ron's yesterday for our first game of the year. We had yet to try the WWII Advanced Portable Wargame so we decided to give it a go.

When I arrived the scene was set for France 1940 using the Two Sides of A River scenario from CS Grant's Programmed Scenarios.

About 4 turns in, its pretty clear to me that I am not equipped to halt the Blitzkrieg in this open country. Ron however, was still worried about how to get past the woods to my rear.
Boiling down the scenario forces and translating them into SP's  I ended up with roughly a reinforced infantry battalion with 4 infantry, and 1 each MG, Mortar, light ATG and Carrier (Scout Car) units backed by 2 25lb Field Guns and a pair of French Char B tanks. Ron had a gazillion Pzr II, 35T and Pzr III tanks backed by some infantry in halftracks and a Stuka.

It was rapidly evident that we had a complete mismatch between our expectations, the scenario layout and what the rules are designed for.

Our first clue was when I discovered that the 5 mile range of the 25 pdrs translated to a mere 8 hexes  and rather than being able to cover most of the board as I was used to in past games, they could barely fire across the river. That meant I had to move them, a 3 turn process to move even 2 hexes. I think I manged to fire twice all game. If I had checked that before deploying I would have deployed one on either side not that it would have helped much.

The second issue was when we tried to figure out how to classify the tanks. The Char B was obviously heavy and the PZRII light so we made the 35T's and PzrIII Medium. All well and good but since the rules don't cater for varying levels of armour protection, only range, it was soon clear that the 20mm guns on the PzrII's were able to shoot up the supposedly near impermeable armour of the Char B at their maximum range of 3 hexes. Since heavy tanks can't fire and move, it was easy for the enemy to close and shoot the Char B's to pieces with them hardly getting a shot off. We really missed having separation between offensive and defensive capabilities for tanks. Using Elite and Poor attributes might have helped if I'd thought of it before the game but I'd have been happier using the house modification that I adopted when testing the rules last year (See portable-wargame-review).

We also got a bit confused once the Stuka started to fire its machine guns which led Ron to want to fire the machine guns on his tanks at my infantry rather than using their small calibre anti-tank guns. This seemed reasonable, though not covered, but when Ron pointed out that the rules said the airplane got 3 dice per MG he wanted the same for his tanks but I flatly drew the line there. (More on the air rules below )

The whole level of the game is at a higher level than we are used to and we hadn't  made nearly enough mental adjustments or adapted the scenario properly to fit the rules.

Anyway, it was still an enjoyable game and far from one sided though it was over in about 8 out of 15 turns when my forces became exhausted and he had a clear path around my flank.

We turned our hand to a quick air to air game. It was fast and fun but was almost Reallllly fast. Luckily, just as we were starting I noticed that while the air rules state that planes roll 3 dice per MG, the examples show them rolling 1 per MG. I suspect that the 3 dice rule was an error and we followed the example instead. This was lucky for his Stuka as I was only rolled 4 dice per attack not 12 when my fighter got his Stuka in his sights. Even I couldn't have avoided hitting him with that many dice.

The sun was in my eyes, that's my story.
Anyway, a fun day out. Now back to the Great War.

Thursday, March 15, 2018

The Blue Guards are ordered to the Front

The Blue Guards, which I painted c 2007/8, were one of my first units of gloss toy soldiers.
(Two of them may be just seen in the top right hand corner of the blog header picture. Apparently they are camera shy since I am having trouble finding good pictures of them from their first 10 years of service)

Ever since I  took the  rash step four years ago of painting my first WW1 troops since my pre-wargaming Airfix days, and then resurrecting my 54mm Toy Soldiers, I've been torn about what to do with my redundant late 19thC units . I did try mixing the drab and coloured units but it never felt convincing. Both the shortage of shelf space and the presence of more active wargame periods than my brain can handle has been bothering me so I have been slowly de-converting and rebadging various units to earlier or later periods but the Blue Guard have remained. Until now!

The Blue Guards in their new uniforms,
waiting for the grass to grow.

Since I need at least one more German unit for Huzzah! I decided to modernize them. The obvious, technically correct, and logical step would have been to strip the paint but, well, logic and I don't really get along unless a debate is in progress. If I stripped them, it would probably be as easy to just melt them down and cast new ones but either way, their little faces would be changed and they would no longer BE the Blue Guard. They would just be another anonymous field-grey unit.

Once again David Nash came to my rescue with a picture of a German soldier in a parade version with field grey uniform with red facings very like the Blue Guards wore, with the same black belts, boots and uncovered helmet. All I would have to do is paint over the tunic and trousers, touch up the leather and facings and there they would be with the same cheery, weathered faces shining up at me.

Archive photo of various Oberhilse uniforms including a Guardsmen in front.

OK so a little incongruous in action in 1914 but no more so than any clean, glossy, toy soldiers and very much in keeping of my vague idea of opposing armies based on what someone had found on the shelves in Eaton's or Ogilvy's back in the day.