Friday, July 31, 2015

Gen Con!

I'm at Gen Con! I met the fine folks at Skirmish Sangin booth and ran one game at 9 and waiting to start another at 1.

I'm doing the Hearts & Minds free scenario. Check out my table.

Monday, July 13, 2015

Tank Hunters



In keeping with my recent turn toward the real-world conflict in the Ukraine, I present the following scenario. While written for the Skirmish Sangin miniatures game, the scenario is adaptable to other games with some work.

The Russian Separatists have learned that a Ukrainian T-55 tank that had been damaged is now repaired and is returning to combat. Although old and outdated, the reintroduction of the T-55 threatens to swing local battles against the Russians. The route to the battle field is known to the Russians and a group has infiltrated the lines to ambush the tank.

The Ukrainians must get the T-55 to the battle lines as soon as possible and are overconfident that their rear areas are safe. They have assigned only a jeep armed with a machine gun to lead the tank and provide additional security.



This scenario is one that could be a total wipe-out for either side. As far as points, the Ukrainians far outweigh the Russians and the T-55 carries enough firepower to destroy the ambush team. However, the Russians have the element of surprise and the tank's range of motion is potentially restricted by walls and muddy terrain.

Scenario Rules

Turret Slew

At the start of the scenario the main gun and coaxial machine gun are facing forward. The turret of the T-55 must be slewed left or right to bring its weapons to bear on any target not in front of it. Doing so takes time, specifically one phase per 90 degree turn. The main gun and the coaxial MG cannot fire on the ambushers until after it has moved.

Cold War Throttle

The maximum speed of the T-55 is 10' (20 meters) while on the road and 7' (14 meters) while off road. Note that this does not apply to the Ukrainian jeep.

Scenario Setup




Each square is 10 meters. The walls shown on the map are low rock walls (1 meter tall) and provide medium cover. The hedges along the northeast portion of the road are 2 meters tall and provide Medium cover to spot but no cover to area-effect weapons. All fields are considered plowed/mud and -20% to driving

The field to the southwest contains a small wetlands area that is lower than the surrounding terrain. This provides the equivalent of Soft Cover. Travel through the area by a vehicle uses the Ford difficulty (-20%) in addition to the plowed/mud of the fields.

The Russians have chosen to attack near an abandoned farmhouse while the tank is potentially hemmed in by stone walls on either side of the road. The Russians must be located within 18' of the left side and begin the game Hidden. Reminder: The minimum distance for the RPG-7 is 5' (10 meters). 

The Ukrainians enter the board from the top (north) and must exit along the southern edge of the board (not necessarily on the road). The jeep must go first, followed by the tank.

Russian Brief




"We've learned that a T-55 that has been languishing in a Nationalist repair depot is ready to return to combat. Even though its older than my father, this beast will make our lives difficult unless we stop it. We know the route it will take and have hand picked a team of fighters armed with RPGs to intercept it. With luck, the tank will never reach the front lines."




Ukrainian Brief

"The mechanics have managed to resurrect one of our old T-55s. It smells like a refinery and looks like my mother-in-law, but it's firepower will terrify the insurrectionists. But first, a small group of soldiers in a jeep will guide our revived beauty to the front lines."



Victory Conditions




Russians


  • For each Ukrainian killed or wounded: 10 pts
  • Jeep destroyed: 25 pts
  • T-55 destroyed: 100 pts

Ukrainians


  • For each Russian killed or wounded: 10 pts
  • Jeep successfully exits board: 25 pts
  • T-55 successfully exits board: 100 pts

Monday, June 8, 2015

Pisky Firefight



I'm going to leave the European Intifada for a post or two and go to a more real-world conflict. The conflict in the Ukraine has been in the news for several years now. The nation went through a period of civil unrest followed by a secession movement in the east by ethnic Russian separatists. It's quite possibly the world's worst kept secret that many of the "separatists" are in fact Russian troops operating out of uniform and that Russia is actively supporting the insurgents with weapons, training, and heavy equipment.

The Ukrainian national forces have gone through an extended period of poor support by the government and is largely operating on Soviet era equipment. When the secession began and combat occurred, the Ukrainian army had to scrounge just to find batteries for the few vehicles they had maintained. Even now, the military is poorly equipped thanks to the heavy debts of the government.



This scenario focuses on the ongoing fighting in the village of Pisky, outside the secessionist-held city of Donetz. The village has been the scene of near constant fighting and its population has dwindled from approximately 3000 to about 50 people, mostly those who cannot leave.

Setup


An intersection has become valuable property in the fighting. It is dominated by a damaged but still intact house (labelled #47 on the map) that is currently occupied by a squad of Ukrainian troops. The separatists intend to seize the house and either kill or capture the Ukrainians. They have a larger, better equipped and trained force but unfortunately lack the armoured firepower to make the assault a sure thing. For their part, although under powered and largely Novices, the Ukrainians have placed several (3) booby traps around the area of the house. The house provides Hard Cover (50%).



Combat takes place at night (-50 to Spot). Remember the -30% to Spot penalty for being within 12" of a grenade.

Phase 1 of Round 1 begins with the Ukrainians located in or near the house labelled 47. The Russians enter the board from the east and southeast.

Ukrainian National Troops


"This road is where the Russian bastards want to bring in some of the BTRs that Uncle Putin is handing out. But they can't do that until this very house is theirs so that makes this wreck the most important real estate in the Ukraine. Fight to keep it like it was your mother's own heart. "


The Ukrainians have three booby traps (grenades) to be placed on copy of map before game.



Russian Separatists


"Gather round and listen up. Our fight here will be much easier if we can bring in armoured vehicles and more heavy weapons. But to do that, we need to take the house with the second floor. We can do it, but we must be brave and get in close and use our grenades to clear the place. This is a night for dirty fighting."




Victory Conditions


Ukrainians

  • For every Russian killed or Seriously Wounded: 10 pts
  • For every every Ukrainian in the house at the end of 4 rounds of combat: 25 pts

Russians

  • For every Ukrainian killed or Seriously Wounded: 10 pts
  • For every Russian in the house at the end of 4 rounds of combat: 25 pts





Sunday, May 3, 2015

New Skill Packages

In character creation in Skirmish Sangin there are skill packages that can be purchased to increase a particular figure's skills and Morale. Some, like Corporal or Officer, reflect specialized training so that the individual can fulfill a role in the unit. This is different from purchasing a higher level of character, which reflects a general improvement of skills across the board.

Although most modern militaries practice cross - training, some people are simply better at some things than others. Whether it's because of talent, training, or experience, not everyone is equal at some things.

So, I've created a pair of new skill packages for Skirmish Sangin. This will hopefully allow a little more diversity in characters and make games that much more fun.

Big Toys For Big Kids
+10% to Heavy Weapons
10 pt cost per character at character creation

Driver Course Star
+10% to Driving
10 pt cost per character at character creation

Sunday, April 19, 2015

Terrain Weekend

One thing I am a sucker for is a great looking gaming table. I love the tables made to demo Skirmish Sangin and I try to do just as good in 20mm scale. While doing a c9ouple of solo games (my daughter calls it "playing with myself"), I realized that I have several buildings and vehicles, but not much in the way of trees an hills to match the terrain of Afghanistan or Iraq. So, I spent an evening and then some manufacturing more vegetable matter to hide behind or among. 

While doing some research and watching helmet-cam videos taken in the area I was struck by how familiar it looked, despite the fact that I've never been there. Then it dawned on me that Afghanistan looks a great deal like where I grew up along the Utah Idaho border. Sure, there are differences in the towns and built up areas, but once you head into the Wasatch Mountains, I'd be hard pressed to tell you if I was closer to Sangin or Salt Lake City. 

Anyway, here are some sample pics:

This small broad hill is only a little taller than 1" but can be pivotal for a battle space. Above the hill is a row of low bushes like one might find along a creek or ditch.

A few trees on a base of two CDs glued together. I don't think anyone would use this as cover but it may provide some concealment or a rally point.

A small orchard. I honestly don't know what they grow in Afghanistan besides rocks and mujahadin but these could be any kind of bushes or low trees. . 

Another set of sparse trees. Again, this isn't the dense forests of Europe but the rocky terrain of a generally inhospitable land.

Friday, March 27, 2015

Where The Hell Are We Fighting?: Street and Shop Signs

I’m a recent wargaming convert but in my wild and wooly youth I enjoyed building highly detailed models and dioramas. Nowadays, when I lay out an Afghan or Iraqi village for a game, the modeler part of me screams that it’s not done yet: There should be details that add authenticity and clues to location, such as shop signs, street trash, farm animals, and the ever-present spiderweb of overhead wiring that seems to grow of its own accord in the Middle East.



Most of these details won’t make a difference in a game. Some minutiae, such as wiring between buildings, will get in the way of moving figures and should be minimized or even avoided.

However, that doesn’t mean that a wargame board and terrain should be a bland, anonymous setting that could be anywhere from Basra to Birmingham. Some details are easy to add, such as street signs, flags, and logos.

I strongly recommend you check out 5682 Miniatures, a producer of excellent and easy-to-use decals and print-ready files that will add a range of color, depth, realism, and authenticity to your wargame scenery. 



These are inexpensive, come in 15mm, 20mm, and 28mm sizes, and add so much to a scene. 

In addition, I’ve found a number of images for shop and restaurant signs from the Middle East. Some are for chain stores and others are creations from people off the intertubes. I claim no copyright images for them but you should feel free to save and print them for your own use.












Thursday, March 26, 2015

WIP: Afghan/Iraqi Buildings



It's Spring Break in my part of the world. For the Fat Bastard, it's a magical time when the Bastardess and the little Bastards go visit the in-laws and leave me to my own devices. I've spent the last few evenings adding to my collection of buildings (20mm scale) for wargames. Using foam core, spackle, and house paint samples, I put together an assortment of Middle-Eastern/Afphan houses, a garage, an apartment building, and a couple of shops. The one with the tower doubles as a dice tower.

I'm not terribly crafty (that's the Bastardess' department) but I am pleased with how these are turning out as they are reasonably square or rectangular, roughly to scale, and not glued together or worse, stuck to my body.

Once all of these are complete, I'll add signs, wiring, and other details.