Recent Posts

Pages: [1] 2 3 ... 10
1
General Discussion and Announcements / Re: How to use Soviets
« Last post by paulus on Today at 02:41:42 PM »
Sounds reasonable to me...although I always have a German Panzer Fire brigade in the rear to plug the gaps and then do a counter attack:)
2
Open Architecture / Re: Selfmade Prepared Marker - 3-6mm
« Last post by Bayernkini on Today at 02:35:23 PM »
Quote
What size bases are those?  40mm?

The ground/label base is a 25x25mm size and
the top/unit base is a 25x20mm size.
3
Open Architecture / Re: Selfmade Prepared Marker - 3-6mm
« Last post by Le Grand Fromage on Today at 01:52:44 PM »
What size bases are those?  40mm?
4
General Discussion and Announcements / Re: How to use Soviets
« Last post by Le Grand Fromage on Today at 01:51:33 PM »
Because they have so much artillery but its use is restricted, coordinating overwhelming power on the first tactical phase of a turn is a necessity.

I've only seen the Germans win once in our Mid- and Late-war Eastern Front games.  What usually happens is:

- The Soviet player uses 1 Turn to scoot up everybody into striking range for next turn.  (One tactical phase). He conserves OPs.

- On his next turn, the Soviets throw everything into the first-tac-phase assault: hordes of infantry, gratuitous artillery support, Katyushas, Tactics.  He blows through most of his OPs.  The results are usually: the Germans take a beating but hold in most places with badly-reduced units.

- The Soviets spend 2 OPs to do a second tactical phase, this time with fresh armor units, to break the weakened Germans.
5
General Discussion and Announcements / Op Brevity playtest
« Last post by Rekost on Today at 01:07:08 PM »
Last Saturday my club organized a playtest to Rommel. I've not written a real battle report but some photos could be useful for someone who want to reproduce this scenario with 15 mm miniatures.


http://rekostwargames.blogspot.it/
6
House Rules and Options / Re: Cold War Gone Hot
« Last post by suntzu777 on Today at 12:46:59 PM »
After some thought here are my optional rules for the modern period

Modern rules mods for Rommel
LAW missiles are part of the stands normal weapons , MAW/ATGW weapons are covered by the ATGW rules below
Early type ATGW may only fire in defence of an attack on the ATGW’s stands square
Middle type ATGW may fire in support of an attack or defence on an adjacent square if not defending itself from an attack.
Late type ATGW may fire in support of an attack or defence on a square up to 2 squares away if not defending itself from an attack , these squares may be over a hill , town or wood providing another unit can see the target.
All units with ATGW get a shift up and use “Tank Hunter” rules
All ATGW only stands have 1 shot (they remain tipped and only reset when ops is reset)
Other units with ATGW weapons do not remain tipped after the untip step.

Air Assets act like artillery , they can support a stand in its attack or its defence or attack an enemy stand in the same or adjacent square on their own.

All Air Assets start off table

Each Air Asset my only be used once per each op reset and are always tipped after an attack  , they will then leave the table and only return untipped at a op reset.

Air Assets do not have a ZOC , Each flight/squadron will have a strength of 1 , if you combine Flights/squadrons these are then incremented by 1 so a 3 flight unit will have a value of 3-2-1 , a single flight unit will have a value of 1-1-1

Helicopters may fly NAP and move at 4 squares per tactical op.
Air Defence my only target the helicopter from its or an adjacent square.

Air Assets may move to any square from table edge , Air Defence my then target that Air Asset and gain a shift up if that Air Asset is in an adjacent or same square , Air Defence always fire first.

Helicopters may fly NAP they move at 4 squares per tactical op , Air Defence may only target them from the Air Defence’s or an adjacent square.

Air Defence may only target a helicopter from its or an adjacent square , it may target other Air Asset types anywhere on the table.

All Air Defence units of both sides fire at the beginning of the first tactical phase before all other fire is rolled for , you may withhold fire until later if you wish after which the Air Defence units that fired are tipped

Artillery as per normal rules
some artillery may once per game create a minefield in 1 square

NBC - not going there
7
Open Architecture / Re: Selfmade Prepared Marker - 3-6mm
« Last post by doctorphalanx on Today at 11:38:36 AM »
I've used steel wool to represent barbed wire. Don't know if that would work for 3mm.

https://doctorphalanx.blogspot.co.uk/2013/03/ww1-fortifications-in-10mm.html
8
Open Architecture / Re: Selfmade Prepared Marker - 3-6mm
« Last post by fred on Today at 11:27:41 AM »
The sandbags work well - a very cunning approach.

But I think the florist wire is too thick to represent barbed wire. I used to use electrical wire with 20mm figures, and it is a lot thinner.
9
Open Architecture / Selfmade Prepared Marker - 3-6mm
« Last post by Bayernkini on Today at 10:03:13 AM »
Still thinking/working on usable selfmade "prepared" marker for my 3mm miniatures.
The following basic ideas should also work for 6mm miniatures.



Using a florist's wire (maybe still to thick, try next a 0,25mm variant).

Wire: I wrapped the wire around a thin (maybe still to thick) nail.
Then i glue the spiral on a small base, suitable for my unit bases.

Sandbag emplacement: I use the same florist´s wire, take it double and wrapped the wire around itself (couldnt explain it better in english, but maybe pic shows, what i mean).
Then i cut small pieces and bend it in a way, which looks like a sandbag emplacement. You can vary the length and the height.





Still not perfect, but i working on it  8)

As i said, you can use the basic idea for sure for a 6mm scale too. Maybe you must vary the thickness of the florists wire and/or the nail.
10
General Discussion and Announcements / Re: How to use Soviets
« Last post by Kontos on Today at 07:43:10 AM »
My friend and I play MW Eastern Front as well. After 3 games each army is 1-1-1. The Soviets cannot play like Germans as you pointed out. They just don't have the firepower in their raw stats. They need to use their entire tool box. Look at their Command Post. They have events that can immediately add OPS to their pool and put 6 Prepared Positions in key squares without engineering. They will outnumber their enemy and must use that advantage to gain shifts from Flank Attacks. Attrit the Germans, attacking where they are weak. Do localized, concentrated attacks on your first tactical phase and give it every support you can. Do not attack willy nilly across the board unless you have created an advantage. The Soviets need to be played with patience, blocking the German advance to key squares and counterattacking Germans after they are tipped due to retreat and hit them HARD!

Just some general thoughts. Hope it helps.
Pages: [1] 2 3 ... 10