Tuesday, December 31, 2013

General Petr Godsbodkin Cheers In The New Year

One of my newly completed figures waves his hat to celebrate the new year.   General Petr is one of the first figures to be completed since the Mad Padre's Painting Chapel shifted its location from The Frozen Canadian Prairie to bucolic and temperate Ontario.  He is a Wargames Foundry figure, one of their pack of three Seven Years War staff officers, and he is part of my Resurrected Armies (™) project to return my SYW Russian Army to a reformed and efficient state.   Prior to Clausewitz, one of the arts of command was to wave one's hat vigorously, and I think General Petr has mastered that art.

 

I made a foray out to Credit Valley Railway Store in Mississauga recently and picked up some Noch foliage clusters, seeing as all the cool kids seem to be using them.  I rather like the effect.

I just noticed that the poor horse could use some eyes.   Oh well.  Perhaps a trip back to the painting bench before I hit him with Dullcote and call him finished.

General Godsbokin has two colleagues who will be seen here soon.  Together they will lead the Russian Army to a year of glory in the new year.   It will be a dangerous year, as the Turkish borders are stirring ominously, and the diplomatic corps reports that the Prussians are rattling sabres and threatening to cut off supplies of sausage to the  Czar's court.   I expect too that we will see Godsbodkin again here soon, as he is scheduled to present new colours to the Apcheronski Regiment as soon as he returns from the New Year's holiday at his dacha.

To all my friends and followers of this blog, I wish you a very happy new year, and success at all your various projects.   My own resolutions can be summed up quite briefly: paint more, game more, complain less, keep running, work hard in grad school, be a good husband to Mrs. Padre and a good friend to all.

 

Finally, if you are looking for something to sing while in your cups this New Year's Eve, may I suggest this old English song, which may be sung to the tune of Greensleeves.  As a combination of piety and revelry, it must be Anglican.

 

1. The old year now away is fled,
The new year it is entered;
Then let us all our sins down tread,
    And joyfully all appear.
Let's merry be this holiday,
And let us run with sport and play,
Hang sorrow, let's cast care away
    God send us a merry new year!

2. For Christ's circumcision this day we keep,
Who for our sins did often weep;
His hands and feet were wounded deep,
    And his blessed side, with a spear.
His head they crowned then with thorn,
And at him they did laugh and scorn,
Who for to save our souls was born;
    God send us a happy New Year!

3. And now with New-Year's gifts each friend
Unto each other they do send;
God grant we may our lives amend,
    And that truth may now appear.
Now like the snake cast off your skin
Of evil thoughts and wicked sin,
And to amend this new year begin:
    God send us a merry new year!

4. And now let all the company
In friendly manner all agree,
For we are here welcome all may see
    Unto this jolly good cheer.
I thank my master and my dame,
The which are founders of the same,
To eat, to drink now is no shame:
    God send us a happy new year!

5. Come lads and lasses every one,
Jack, Tom, Dick, Bess, Mary and Joan,
Let's cut the meat unto the bone,
    For welcome you need not fear. 
And here for good liquor you shall not lack,
It will whet my brains and strengthen my back; 
This jolly good cheer it must go to wrack:
    God send us a happy new year!

6. Come, give's more liquor when I do call, 
I'll drink to each one in this hall,
I hope that so loud I must not bawl,
    So unto me lend an ear.
Good fortune to my master send,
And to our dame which is our friend,
Lord bless us all, and so I end:
    God send us a happy new year!

 

Saturday, December 28, 2013

St. Benoit des Lapins: A Chain of Command Report

Last night James (Rabbit Man) Manto and I had another chance to try Too Fat Lardies' Chain of Command, our second time out with these rules.    We chose Scenario 3, Attack and Defend, using James' 15mm collection, Canadians vs German Fallschmirjaeger, and diced to see who got what.   I got the German paras.   We decided not to rate the FJs as Elite, just Regular.   Even so, with their two LMGs per section, each throwing out eight dice, plus one SMG per section for another three dice and one rifleman for one dice, a single intact FJ section with no suppression or casualties can throw out 21 dice per fire combat.    In other words, each section is a bullet buzz saw.   I normally dislike playing with ubertroops, but I have to admit I was glad I wasn't on the receiving end of these guys.

Situation:   A platoon of the Toronto Fusiliers, supported by armour from the Niagara Yeomanry, have been tasked with clearing the village of Benoit des Lapins.   Holding against them, a zug of infantry from 7th Fallschmirjaeger Regiment, with the regimental mortars in support, is tasked with stopping them.   The Canadians are well-trained but new to France, while the German paras are recent recruits from the depots in Germany, so neither side is Elite.

Here's the left side of the table.   The Canadian table edge is off the top end of the picture, and the German is off the bottom edge.   The large red poker chips are where the German Jump Off Points (JOPs) ended up at the end of the patrol phase.  The large blue poker chips are the Canadian jump off points.   

 

 

And the right hand side of the village from the German side of the table, showing my other two jump off points.  I wasn't happy about how the Patrol Phase played out, in that James managed to grab several JOPs at his edge of the village, which was vexing, seeing as I was supposed to be defending the darn thing.   However, I was happy that my four JOPs formed a line from the orchard on the edge to the hedgerow just behind the orchard on my right, with two close by each other in the rubbled part of the village in the centre.   The orchards could anchor my position if James chose to try a flank attack, while the two in the centre could get my guys into it quickly if James decided to come up the road.

 

 

So that left the question of support choices.  James had 14 has his support number, so he could either make lots of small choices or a couple of big choices.  My number was 7, meaning I could either take one big item, like a Panzer IV, or a few smaller items.   Much as I wanted the reassurance of tank, I opted for a FOO with a 8cm mortar battery from Table Four, a Panzerschreck Team from Table 2, and an Entrenchment for the Pzschk team from Table 1.   Together with the Panzerschreck Team I had with the FJ platoon HQ, I was hoping that I would have some AT capability to counter James' support choices, particularly if I could use a Chain of Command dice to drop one of the AT teams onto the table as an ambush against his tank.  That would leave the FOO and mortars to help stop the infantry, even though I had no experience of using indirect fire in CoC.  Well, there's a first time for everything.

Here are the four Allied JOPs.  Which ones would James use?  I would have to wait and see.

 

I shortly have my answer.  A Canadian squad takes up position in the ruined apartment building on my left of the main road.  Both those buildings, by the way, are scratch-built by James and rather fine, I think.

 

And a second section takes up position on the other side of the road, on the left flank of their comrades.   So it's fairly clear now that James is committed to coming up the centre and grabbing as much of the town and its hard cover as possible.

My first deployment choice is fairly simple.  I'm lucky to roll a 4, a 1, and a 2, among other things.   I use the 1 to put the FOO team on my right of the road, in my centre.  With the 2 I put a section with their junior leader on the far side of the road, to protect the FOO and to seize any opportunities to move forward.  I use the 4 to put my platoon sergeant, Unteroffizier Krebbs, beside the FOO, so I can use his leadership to activate the FOO in case I don't roll a "1" in subsequent turns.   As it turned out, he would be my star of the game.  I never had to bring my other senior leader, the Leutnant, on to the table.  I guess he was busy at Cafe Renee a few miles back.

 

Fairly soon it's a firefight.   I use my left most  JOP to bring on my second section in the orchard, with a line of sight to the Canadian section on my left (James' right) side of the road.   The two LMGs of the paras chews up the plaster and brick and send the Canadians ducking for cover.   The Canucks lose two men and take three points of shock - visible below as per James' spiffy new micro dice.   As an aside, I think these truly were micro (as in microscopic) dice. being just slightly bigger than grains of salt.   

 

James' lads resolutely fire back, dealing out two casualties to my paras in the orchard.     However, with all four LMGs still in play, the FJs clearly had the upper hand in this exchange.

 

Meanwhile James reveals his first support choice.  A Bren carrier, I think?  That doesn't look too threatening as it slowly chugs its way forward, then stops for a look and possibly a brew  Not too threatening.  Not yett.

 

"Wait a minute, Sarge, my bootlace had come untied!"   James elects to move his section on his left (my right) side of the road forward a tactical bound, but he rolls a "3" for movement, leaving them stranded in the middle of the street, just as a horrible whistling sound is heard.

 

CRUMP!  CRUMP!  CRUMP!  The unfortunate Canucks are caught in the middle of the street, losing men, taking shock, and best of all, from my point of view, pinned.  This was incredibly lucky on my part, because I already had step one, contact with battery, established, but with a moving target in my FOO's line of sight, I didn't' have time to use a spotting round.   I called for fire immediately, and was very fortunate with a minimum deviation of 1" in the direction I needed it to go.   It couldn't have been a better shot had I planned it.

 

Here's a picture showing the scope of the barrage, an 18" square with the aiming point in its centre.   From my point of view, this is perfect.   I've got the two attacking squads pinned, one in the open and the other losing some of its cover advantage because of the indirect fire effect, which means they can't move and their firepower is halved.  As long as I can keep the barrage going, James can't feed any more infantry forward in the centre, and I've got a section in reserve in case he tries to bring his third section up via either flank.

 

 

Caught by mortars and German LMG fire, James' infantry are getting whittled down.  That other micro-dice by the side of the road is the poor Canadian 2" mortar team that happened to get caught in the barrage.

 

As soon as he acquired one, James wisely used his CoC dice to end the turn and my barrage , but by them one of his sections was wiped out, and the second was at half strength.  Finally unpinned, they holed up in a building. I  decided to advance as the dice allowed it, moving one section out of the orchard.

The other section moved up, and entered the building (a lovely 4 Ground model that James had just completed) so we could test the melee rules in CoC.   The melee rules are not dissimilar from previous Lardie WW2 rules.   There was a short,fight in which two German paras were killed, while the remaining three Canadian infantry fell.   The Canadian junior leader was badly wounded, and the platoon sergeant was lightly wounded,.  We allowed the platoon sergeant to win a Military Medal by dragging the wounded corporal out the back door and to safety.

We were now in the Endgame.  James brought his third squad on, also in the centre, since that was the only real route that would do him any good.  I elected to use my CoC dice to try an ambush with one team from my uncommitted section.   They did a little damage, and took some in return.

 

Better for me was that I was able to get my barrage restarted (not a guaranteed thing for subsequent fire missions, I got lucky), and with the threat a little less this time, my FOO could afford a spotting round in order to place it where he wanted it.   If James had any more infantry as a support choice, it would have trouble pushing forward as long as this lasted.  James' morale had crumbled from 11 at the start to just 3, and he was down to three command dice from an initial five, so we agreed that the Canucks had come up short this time.

We managed to get a decisive result in a three hour game, while getting a better feel for using the support tables and for using off board artillery.  There were a few things we did wrong … we were not diligent in checking for leader casualties until half way through the game, which could have changed the outcome somewhat.  Otherwise we felt comfortable with the mechanics.

I was insanely lucky in getting my win.   James had terrible dice getting his support choices onto the table.  I knew that besides the Bren carrier he had a Sherman, but what I didn't know until the end, thankfully, was that his third choice was a Wasp flamethrower carrier.  I would definitely have had the jitters knowing that this fearsome beast was lurking nearby.   In retrospect, James agreed that having a FOO of his own might have been more useful than three AFVs.   Putting the FJ sections under a barrage would have pinned them and halved their shooting dice, taking away some of their insane advantage in firepower.   We also agreed that the Canadian 2" mortar should have been pumping out smoke for all that it was worth.

A great game lovely figures and scenery, and best of all, with a gracious opponent, though there were times when I think James might have tossed me out in the snow - it was bringing the beer that saved me, I think.   I am sure that the next time Rabbit Man and I throw down, the whupping will go the other way.

 

Friday, December 27, 2013

Ottoman Cannon and Crew

A few projects have left the painting desk this fall and winter but haven't been blogged.

Here is a 28mm cannon and crew for my Ottoman army.   I have no idea what make the figures and gun are.  Pray let me know if you recognize them.

The paint scheme is blessedly ignorant of any research as to the uniforms of Turkish artillerists.   I've been using blue as the standard for my Ottoman gun carriages, and for these figures red seemed to be a nice contrast.  Besides, you can't go wrong with red when painting gunners, can you?

Long-term readers of this blog may recall that the Ottomans were part of my Resurrected Armies project to mark Easter earlier this year.   These chaps should add a little more heft to my Turks, and give some opportunity to respond to the lashings of all those guns the Russians can field against them.  Looking forward to another game of Maurice to try it out.

Tuesday, December 24, 2013

Merry Christmas

On Sunday we had an ice storm here in SW Ontario, and while it wasn't kind on the trees or on many hydro customers, it did the magical effect of encasing the boughs and branches in ice.   Here's the view of the decorations on the yews outside our house tonight.

 

 

The Christmas tree in the living room of Chez Padre.

 

Skittles the Cat has her stocking ready for Santa.   Was she a good cat?   I think she's being rather optimistic.

 

For those of you who are people of faith, Kay and I wish you a blessed and joyous Christmas.   For those of you who aren't, may you know rest and joy with those you love this holiday season.

 

Michael

Sunday, December 22, 2013

Praise the Lard for Chain of Command!

 

Here's an AAR from a few months back and a brief review of Chain of Command, the new skirmish-level rules from Too Fat Lardies.

 

I ordered the .PDF set of the rules from TFL for a quite a reasonable sum, and have access to it on my tablet and my laptop.  As always, Richard Clarke was very helpful and attentive to a minor issue I had with the download, and all was quickly resolved.   I honestly don't know how Rich does it, investing so much time in the rules, and so much of how own money in the launch, but from what I hear on Lardies Comms, the rules are a hit and he's been rewarded for the investment of time and treasure.   I certainly hope so.  

 

Chances are there are very few readers of this post who don't know about Chain of Command (I confess I wince at the acronym, as I did with the previous rules, Troops, Weapons and Tactics.   Boys will be boys.   I puzzled my way through the rules solo and found that the mechanics, at least as far as shooting and melee, were very similar to TW&T (wince) and I Ain't Been Shot, Mum.   So something this fall (October, maybe?) I drove over to Strateford and to Rabbit HQ where James Manto and I tried a very simple fight, a Brit platoon vs a German one, somewhere in Normandy.  We found the patrol phase quite interesting, and a game inside a game, really.  Here's the table with at the end of the patrol phased.  James had his in a line across the centre of the table, while I had two up near the house (visible bottom right of the photo behind the hedge) and two back bellow the bottom frame of the photo.  At this point we converted our patrol markers to jump off points.

 

Here on the right side of the table are my four Jump-Off points, two in the woods near the ruined house in the centre of the table, two on my table edge. 

 

 

James' four jump off points, much closer to the centre of the table than mine.   James folds his arms triumphantly, savouring the victory to come.

 

 

I had a good sequence of dice that allowed me to bring my three sections and platoon CO onto the table.   With one section lining the hedge, the other ran for the ruined building which attracted me like a rabbit. 

 

 I got my section into hard cover but it wasn't hard enough cover against a German MG that James got into action.   My section leader was wounded and the lad were whittled down pretty quickly.   

 

The game ended well for James.   My battered section fell back out the bullet magnet of the house and I was watching James starting to lap my flank on the right.   My other two sections were still intact and lining the hedge on the right side of the road in the photo above, and had damaged the German section opposite them.  However, I was now outnumbered, since James had elected to take as a support choice.  I forgot what support choice I took but it didn't help me much.  I conceded.

I apologize for the dearth of photos, that don't really show much except for the use of Patrol and Jump Off markers and the overall flow of the skirmish.   Hopefully they convey something of the game.

Some thoughts about Chain of Command:

Likes: 

The pre-game phase, placing the patrol and jump off points, is interesting and makes the game fresh and interesting, as opposed to placing your troops in advance.   CoC (wince) gives you some significant tactical choices as to where and when to feed your troops into battle.

The use of command dice as opposed to the traditional Lardie method of assigning cards is simple and much less cumbersome than assigning cards to sections and elements in advance.

Leadership and morale are still very important in the game, keeping it true to its Lardie roots.  

The basic mechanism of CoC is highly adaptable.  I am thinking about using it for my W40K figures at some point.

The absence of spotting rules and blinds makes the game flow more smoothly than other TFL games.  If you can see it, you can shoot it.

 

Reservations (not strong enough to call them dislikes)

My only qualm about the game is that because of the absence of cards  it seems to me less suited for solitaire play than either TW&T (wince) or IABSM.   While the idea of the special 6 Command Dice, which allows you to do things such s interrupt your opponent's turn or bring uncommitted sections/teams onto the table to ambush enemy sections/teams in their move is clever, it works better for me in a two player game.   The same thing can be said for the pre-game Patrol Phase.  I'm not saying it doesn't work for solitaire, just that CoC really shines in a face to face game.   For solitaire games, I think I will keep using TW&T.

I haven't tried playing the game since, and would like to try it again with AFVs and artillery.    I would agree with all that has been said on the blogosphere about CoC being one of the significant rules releases of 2013, and hope it had a long future.

 

 

 

 

 

 

 

 

 

Wednesday, December 18, 2013

Concerns About Sauron's Battle Plans

Hoping this gives you a chuckle.  It certainly makes me want to dust off my GW LOTR collection once I get my last term paper in today.

Monday, December 16, 2013

Padre Kevin and His Lads Are Home

I've blogged here before about my friend Kevin White, a fellow chaplain and wargamer who I met at British Army Training Unit Suffield last year.   Padre Kevin was in Canada with his unit, 2nd Royal Tank Regiment, preparing for their deployment to Helmand Province, Afghanistan, and we had a chance to have a game at my place, where he politely and skillfully used his tanks to mop the table with my German infantry.  Serves me right for giving a tankie padre the side with the armour.   

I had asked your thoughts and prayers for Kevin and for the safety of his lads.  I'm happy to say that Padre Kevin and his flock will enjoy Christmas at home in the UK.  This photo below from the UK MOD new service shows the medals parade for 2RTR at Tidworth Camp, Wiltshire, last Saturday, 14 December.  I hope Kevin will have a chance to roll some dice or paint some figures over the holidays.

 

Blog Archive

Followers