Showing posts with label 1/72. Show all posts
Showing posts with label 1/72. Show all posts

Saturday, October 24, 2015

Tomorrow's War: are you ready for it?

Is there life after Warhammer 40K? Are there  any other relevant SF rulesets for the forward-looking wargamer? |Actually: there are quite a few. Let's put the spot on my favorite: Tomorrow's War by Ambush Alley Games.



TW is a "hard" science fiction ruleset wherein players control several 6-10 man squads and/or vehicles. The "science" is the result of extrapolating known scientific data. That makes the weapons, tactics, vehicles and terrain resemble what we might encounter on the modern battlefield, but without the boring constraints of reality. This offers the opportunity to work with robots, AI drones, Mechs, anti-grav vehicles, spacesuits and the like.


"Oh, just more fluff." I hear you say. Well, no. TW does offer a lot more than that. Of course there is fluff. TW offers a complete timeline where humankind is inventing exciting things, travels through space and forms new factions to start all sorts of interesting wars on distant planets. But you need neither fluff nor "official" figures to play TW. Anything goes as a matter of fact. These rules will carry a multitude of backgrounds and provide some real surprises.



Because TW does away with a whole range of wargame traditions. The traditional order of turns is the first to go. Instead of IGO/UGO we have the Reaction System. A dice roll determines the Active player, who is the first to Activate a unit. As soon as the first unit is Activated and its Action is announced the opponent, the Passive player, however, turns out not to be so passive at all!


As soon as the Passive player can observe an enemy unit, he may react. Reaction Tests determine whether the Active or the Passive player may act first. These (re)actions in turn may provoke reactions by other Active or Passive units, until there is no one left to respond to someone and the Active player resumes the normal order. This gives a smooth and dynamic string of events in which players constantly interact with each other. No more waiting until your opponent is ready. Keep your eyes peeled and jump him!
  


 Have you always disliked measuring weapon ranges? No more, since in the future, what you see is usually what you (can) hit. And now that speed and firing range are no longer connected, you can play with figures of any scale. Only throwing things (grenades), Spotting Ranges and movement require measuring. Of course I went completely 1/72, which shouldn't surprise anybody that knows me.



Tired of all those D6s? TW uses all kinds of dice from D4 to D12. They are also indicative of the quality of the units. Delta Force commandos roll D12s, green militias just D6s. Since they have to roll the same results for shooting, Reaction Tests and moral tests you can imagine that elite troops are deadly and tough compared to green troops. Rolls are made against a minimum score and opposed to opponents's rolls that can be made for cover, range, troop quality and so on. It seems complicated at first glance but during demo games even the very young players picked it up easily.


This, obviously, does not sound very balanced. Nevertheless TW does not have a point system. The intention is to create and play scenarios with either equal amounts of the same force, or -a lot more interesting and therefore fun! - very unequal amounts of very unequal forces. The rules offer several tutorial scenarios as well as full blown game scenarios that offer both great challenge and inspiration for writing new ones. These tutorials are a nice touch. While reading through the rules you will encounter some that address specific parts of the rules, like fighting with tanks, fortified positions of Battle Armour.


The main game mechanism translates easily from man-to-man combat and firefights to vehicle combat and indeed the set encompasses all these aspects of ground combat, including close air support, off board artillery, drop ships et cetera. A nice touch are the Fog Of War cards that can be used to mess up your battle plan some more by introducing random (dis)advantages to the battle after preparation but before the game starts. Besides the 4 tutorial scenarios the book contains 5 full blown scenarios that can be played as a campaign or separately. There are army lists for several factions described in the game's fluff and a lot of troop types, equipment and OOB's are provided for immediate use or inspiration to create your own. 


All this is beautifully wrapped up in an attractive full-color hardback of some 200 pages.

Is this a perfect ruleset then? Well, no. There are some minor gripes. The rules occasionally refer to other rules that haven't been explained yet. This can be confusing. There is no Quick Reference Sheet  (but this can be downloaded). 

The Reaction Rules take some VERY careful reading and trying-out to fully get your head around them, as seems to be other's experience as well. However, once having done that, they are actually quite simple and very rewarding! 

Due to the fact that you are supposed to learn the rules by playing the tutorials in sequence the rules are distributed throughout the book to facilitate that.  That does not always seem very logical and makes them hard to find sometimes. Fortunately there is an index! 


And especially annoying for my 50-year-old eyes; the entire book is printed in dark grey font on grey pages. Not a happy choice as far as readability is concerned. The Future of War may be dim, but damn you need some good light to read about it!


There is only one race of Aliens mentioned in the TW core book (which feels a bit "bolted on" to be honest), but you will encounter a lot more of them in the nice expansion book titled "By Dagger or Talon" covering the invasion of the Darghaur (more fluff) and containing generic rules to create your own aliens in all shapes and sizes. As well as cool stuff like bionically or genetically enhanced human soldiers, alien allies for the human race and scenarios depicting the battle for Glory, the first human colony to be hit by an Alien Invasion!  

Despite its quirks, this game is strongly recommended for those looking for a modern/Sci-Fi game of tense and dynamic ground combat! 

Tomorrow's War
Hardback, full color, 241 pages
Publisher: Ambush Alley Games in collaboration with Osprey Publishing

Saturday, January 31, 2015

Battle of Trenton 1776 game report & scenario

I have been wanting to play Trenton for a long time and after quite a while of painting and building the hardware was ready and I was left with the challenge to write an interesting game scenario for this extremely lop-sided battle. 

Because, whether you believe the Hessians to have been sober and vigiliant on Christmas morning 1776 or stumbling drunk and hung-over, fact remains that Washington's army not only surprised them but outnumbered them about 4 to 1 as well. In reality, as soon as Rall decided to stand and fight to reclaim his lost cannon, his fate was sealed. 



So I had to come up with something more interesting. I chose Black Powder for a ruleset and started out with troop sizes in somewhat historical proportions. So Washington would outnumber Rall about 4-5 to 1 from the outset. Rall only had his three regiments, a small unit of Jaeger and a small unit of dismounted Dragoons, besides his two guns. Washington would approach Trenton in 4 columns that approach Trenton from four predetermined sides. simultaneously, just like he did in reality. From that point on I slipped in a number of what-ifs. Roll a D8 om the following tables for each player before starting the game: 


  1. Washington: Column Mercer fails to cross
  2. Washington: Column Sullivan fails to cross
  3. Washington: Column St Clair fails to cross
  4. Washington: Column Mercer arrives D6 turns later
  5. Washington: Column Sullivan arrives D6 turns later
  6. Washington: Column St Clair arrives D6 turns later
  7. Washington: Knox' Artillery fails to cross
  8. Roll two times. Ignore another 8.  

  1. Rall: Donop's garrison arrives in turn D6.
  2. Rall: Rowdy Christmas Eve. Hangovers result in -1 Command roll first 2 turns
  3. Rall has 1 fortification built
  4. Rall has 2 fortifications built
  5. Rall has 3 fortifications built
  6. Rall: Morning patrol does not leave town but waits in Trenton
  7. Rall has D3 platoons of Jaeger
  8. Roll two times. Ignore another 8. 

I decided to forego all rules for bad weather and visibility and such.  The Hessians were dispersed in the houses of Trenton: 1 stand (= small unit) per house and 4 units to a regiment. The stands could either act as a small unit or could try to awake and regroup on a command roll of 8 or less. Two stands would still be a small unit. Only the Knyphausen regiment was awake and on their morning patrol on the far side of the table, marching away from Trenton. 



As it turned out this resulted in a fast scenario in which the Hessians usually try various ways to escape the Americans in time to prevent being destroyed. Some of the what-ifs shoud even tempt them to defend Trenton, like a combination of 1 and 5, given the fact that Donop's command is also 3 regiments and a gun strong. 

Some impressions of today's Ducosim con:
















OOB as used in the game:

Hessians

Major Von Rall. Leadership 9
Grenadiers Von Rall L8: 1 regiment, +1 Morale & combat die, stamina 4, First fire, steady
Von Knyphausen L8: 1 regiment, First fire
Lossberg L8: 1 regiment, First fire
Jaegers: Small unit, Sharp shooters, marauders
Light Dragoons: Marauders (may mount)
2 guns

Optional: Donop L9
1, grenadier regiment, 2 Line regiments, 1 gun.

Continentals

George Washington: Leadership 10

Greene's L8 Column:
- Knox' artillery 4 guns
- 4 regiments: First Fire
- riflemen: small unit, sharpshooters

Mercer's L9 Column
- 4 regiments: First Fire
- riflemen: small unit, sharpshooters

Sullivan's L9 column
- 3 regiments: First Fire
- riflemen: small unit, sharpshooters

St. Clair's L8 column
- 3 regiments: First Fire
- riflemen: small unit, sharpshooters





Sunday, January 4, 2015

Trenton 1776: winter table

In order to play the Battle of Trenton I decided many moons ago to build me a winter table. Failing to complete it before Christmas I present it to you now. At least it's still winter here.

Top of the table runs Assunpink Creek, left top is the orchard and right center the town of Trenton. The Continental attack will in any case arrive from the top right and perhaps from other directions as well, depending on what I do with the scenario. 


I wanted to emphasize snow and cold so smoking chimneys were mandatory. They are made of stuff used to fill hamster's cages with.


Here the -now extinct-  New England Giant Cougar passes by. She is still in her winter coat; a perfect camouflage colour. If she lays still you can easily mistake her for a hill....




Unaware of war approaching, this 1/72 scaled citizen of New England transports his goods.


The morning patrol returning to Trenton.




A patrol of mounted Jaegers.


Jaegers guarding Assunpink Creek bridge.



Oberst Rall and a British acquintance of his on their morning ride.



The snowy fields East of Trenton.


The reverend preparing the sermon, seeking inspiration in the morning sun.




 Street views



Another shot of the morning patrol, looking past the Grenadiers Von Rall.


Some aerial pictures.



The terrain is made from two paper "snow" blankets sold around Christmas, glued together with PVA glue and painted with acrylics. Houses are either scratch built of papercraft houses, mainly from this site that hosts historical buildings from Illinois.

Fences are scratch built, walls are resin from some unknown manufacturer and the bare trees are bought on Ebay or at a Christmas sale (the snowy firs).

Saturday, December 27, 2014

Sci-Fi wargaming in 1/72: more aliens added

Because 1/72 or (not entirely accurate) 20mm scale is The One Scale for people my age and to give some opposition to the tide of beautiful 15mm and 28mm sized stuff here is an overview of my 20mm Sci-Fi wargaming stuff, mostly made for Stargrunt II and its worthy successor Tomorrow's war. As you will find it is an eclectic mix of 1/72 figures and kits, large 15mm stuff and random toys. Not all is pictured here but I refer to my other blogposts of Tomorrow's War especially. 

The 1/72 figure shown for scale with the vehicles is a Dark Dream Studio SF figure


Critical Mass Heavy Arc Fleet Grav tanks


Critical Mass Merc grav APCs


A Void grav tank destroyer. 


Critical Mass heavy Merc tank


Revell Leopard IIs and a Critical Mass Heavy Merc tank


Khurasan APCs



Revell APCs (2 Fuchses and a Marder)


A scratchbuilt APC from Aliens (cardboard and bits)


Dark Dream Studio 1/72 combat walkers


Dark Dream Studio 1/72 hunter/killers


Various scratchbuilt artillery pieces (AT gun, Missile platform and AA gun)


Some toys of unknown brand or type


RH Miniatures Colonial Marines 

Alien drones


Dark Dream Studios 1/72 SF troopers


RH Miniatures Imperial troopers


Aliens for TW: comparative shots of a Khurasan Felid (small alien), a Caesar Delta Force trooper (above), a RH Miniatures battle armoured trooper (below) and a GW Tau (big alien)