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Tabletop games with model soldiers.

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Forum Home > General Discussion > Ambush, April 24th 2016 at waylands hockley

Jim
Administrator
Posts: 406

just set up the event in the calendar.


the game will run from 11am until we finish or 7pm at the latest. theres an hour either side for setting up and packing away. so 10am until 8pm is the maximum time


WW2 game using disposable hero's ruleset

 

company+ sized infantry forces with support elements plus a little armour and some light vehichles

 

british vs german's, normandy june/july 1944 time period.


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gits, the lot of you :P

February 22, 2016 at 10:15 AM Flag Quote & Reply

Jim
Administrator
Posts: 406

we're having a rules learning game (well for the infantry rules anyway, we've already done that for armour using 6mm last year.) on the 20th march , adam i know you are doing training that day but nick/les you are welcome to come learn them with 'us' (me & del and three others at present).

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gits, the lot of you :P

February 24, 2016 at 12:16 PM Flag Quote & Reply

Adam
Site Owner
Posts: 957

Should only be a short training meeting on the 20th so I could join in at around Midday if that is okay?

March 4, 2016 at 3:40 PM Flag Quote & Reply

Jim
Administrator
Posts: 406

yup, and april is a go as well? since this is the april game you are posting in :P

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gits, the lot of you :P

March 5, 2016 at 3:33 AM Flag Quote & Reply

Adam
Site Owner
Posts: 957

Didn't see a March thread... :P

March 5, 2016 at 2:12 PM Flag Quote & Reply

Jim
Administrator
Posts: 406

yeah sorry was getting confused with all these forums and threads going.

have just aquired the german and soviet books and a 2nd set of rules for a tenner (result, ebay). so i now dont need to bother buying the download from brigade :)

interestingly in dhc7b everytime a unit is shot at it makes a gut check (morale) if it fails its pinned etc etc when hit its more deadly than command decision but that is also less likely but looks like more devasting. swings and roundabouts i guess. most section leaders have gut scores of 7-9 (SU has 6 lol) so 10-30% chance. guess we'll see how it works in the practice game.

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gits, the lot of you :P

March 8, 2016 at 3:53 PM Flag Quote & Reply

Jim
Administrator
Posts: 406

well the practice 'game' took place yesterday with just me and adam playing. rules seemed to flow fairly easily the battle was between a depleted german company and a full canadian company so approx 50 germans vs approx 100 canadians. much long distance hmg firing from the germans devasted several foolhardy hastily rushing forward squads the rules are i go u go with initative being leader values +d10 minus number of units pinned. it took us about three hours to play the game before adam decided to retire the germans due to losses position and  already being an hour late home on leaving. both sides sustained approx %40 losses (20 germans ish and 40 canadians ish) with the germans losing 2 out of the three HMG's which on the previous turn i had seen how effective they were and prioritised neutralising them. the german hmg's fire with 8 d10 on a unit whereas the candians sporting the 0.5 cal vickers get 4d10 (weirdly enought he LMG vickers (.303) gets 5 d10)

mortars were a bit strange and i've asked the makers for some clarification on how they work as they seem weak compared to other rules sets, although fairly good for pin attempts

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gits, the lot of you :P

March 21, 2016 at 8:20 AM Flag Quote & Reply

Adam
Site Owner
Posts: 957

I now see why most Allied infantry attacks went in at night! Horrific losses for the capture of a few hedgerows, very bocage! I think the Canadian company commander would have been cashiered after this display had he not been potted by a German sniper early on in the game! The rules are quite "old school" and easy to learn.  A bit too easy to isolate and destroy heavy weapons but I suppose the defenders were not dug in just concealed by the hedges, and all the action was at relatively short ranges. Not sure about the fire casualties spreading through a whole squad. Makes it pointless to have a scout or any reserves held back.

March 22, 2016 at 5:41 PM Flag Quote & Reply

Jim
Administrator
Posts: 406

ok found two things we were doing wrong, mortars are blast weapons so the whole unit suffers 1 attack dice (same for all artillery). and when a unit fires it fires with half the figures in the squad maximum rounding up, and only those figures that can be seen can be casualties but that means if they are in sight and further back than the front few guys then they are still counted for casualties. im going to check if losses not taken due to figures unseen still count towards gut score modification, i cant see why they wouldn't be but best check. this would have made the above game a little slower due to half firepower for squads but since the bushes were able to be seen through the casualties would have been roughly similar. next time i do this training scenario im going to make only 1 set of bushes to be able to be seen through so that should change things up a little.

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gits, the lot of you :P

March 26, 2016 at 6:51 AM Flag Quote & Reply

Jim
Administrator
Posts: 406

what i meant was each individual figure suffers a possible hit when targetted by a blast weapon. so accuracy of 1 vs a 8 man squad would = 8 d10 with ones scoring hits. ahh the other thing i also saw was that when hits are achieved you make a second roll vs the AP score of the weapon if you roll under that then its a wound. so that lessens the ifre effectiveness too by a usually smallish degree thus reducing casualties still further, we thought it was a tad killer.

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gits, the lot of you :P

March 26, 2016 at 6:55 AM Flag Quote & Reply

Jim
Administrator
Posts: 406

next weeks game (24th april) will be a similar game to 'breakthrough' due to a lack of painted figures for the bigger game which i may run in august, assuming that by then i will have paid (painting, they are all now purchased.) for and recieved the fully painted miniatures.

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gits, the lot of you :P

April 18, 2016 at 5:25 AM Flag Quote & Reply

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