Some talk of Alexander, and some of Hercules
Of Hector and Lysander, and such great names as these.But of all the world's brave heroes, there's none that can compare.
With a tow, row, row, row, row, row, to the Prussian Grenadiers.
Some talk of Alexander, and some of Hercules
Of Hector and Lysander, and such great names as these.When I posted pics of this model on my Bluesky social media feed, my friend James called it "the scummiest vessel he'd ever seen", a nice tribute to Stan Rogers and to my intention to paint this Skytrex model as a hardworking little tanker. And yes, this post's title is a little joking reference - IYKYK as the yutes like to say.
Not much more to say about this model, it's from the Skytrex Cruel Seas range, 1/300 scale models that work well with the Torpedoes and Tides rules I like. It's straight out of the box, resin hall with some metal bits, no mods, just some heavy drybrushing and some rust effects to make it look like the tramp steamer she is.
No flags, I want this ship to be a target for E boats or RN torpedo boats.
Thanks for looking and blessings to your brushes!
MP+
Hello friends:
I'll start with a disclaimer that what follows attempts to be an objective review of new WW2 rules, though the rules are also written by a dear friend of mine, so take what follows with however many grains of salt you require.
If you ever explored Wargames Vault (WV), you know that there is a vast universe of resources there - rules, scenario books, STL files, paper models, anything that can be sold and delivered via download. I suppose that most things offered on WV are like those self-published e-books that people sell through websites like Amazon. And I suppose that many wargamers have the itch to write their own rules because aren't we are all sometimes dissatisfied with aspects of published rules for our favourite periods and we feel that our ideas are truer to how we imagine, say, a hoplite battle unfolding. I've never tried to write and sell my own rules, but I know people who have and I respect them.
I've read that a few people get rich selling their own e-books online, but I don't think anyone's gotten rich off WV. However, it is a niche market and a source of revenue for some. 4P Press is one of the most prolific WV publishers that I'm aware of, and the genius behind it is Patricia Phillips, who describes herself as "an autistic history fanatic". I know her well enough to say that this self-description is only partially tongue in cheek. Patricia's knowledge and interests are vast and her pen (well, keyboard) is seldom still. 4P's rule offerings on WV are many - WW1 flying, early 20th century race car driving, ironclad naval combat - and she also has a goodly number of STL files done with the help of her talented friend Chris Ferree. Patricia would be the first to say that 4P is a labor of love and not a business, but I don't think she minds whatever sales come her way.
When Patricia offered me the chance to look at Push; A Game of Ground Combat 1930-45, her new WW2 rules (though as the title says they do work for the interwar period as well), I was curious and thought it was a chance to break out my neglected collection of 15mm toys. The rules offer an interesting take on morale (called Stance) which is as important as firepower. As the introduction states, "The philosophy behind Push is that combat comes down to two things: the side that pushes forward and the other side's efforts to push back". This philosophy is behind the fire mechanics, of which I'll say a bit shortly.
Push is a company level game, so an infantry company will have three stands of infantry, an HQ stand, and maybe support weapons. Troops have the usual ratings (Elite, Veteran, Trained, Poor) but these only matter for morale tests. The most important thing about your troops in battle is their Stance (or combat effectiveness), which ranges from Pressing (gung-ho), to Steady, to Cautious, to Pinned, to Broken. A stand that is Steady has a better chance of working under fire, moves faster, and shoots better than a stand that is Cautious or Pinned.
I'll try to explain these and other concepts as I walk through a little game that I set up to test drive the rules.
Here two Canadian companies are attacking a village at a crossroads. Each company has an attached 2 inch mortar section, and one has an attached HMG section. The Canadians get a divisional (medium) artillery barrage once at the start of the game. The German company has a light mortar and an MG42 section in support.
Combat in Push is an expression of what the rules call Pressure (attack) against Resistance (defence). If the Pressure dice exceeds the Resistance score, then the target decreases its stance. For Indirect Fire (artillery and such), as well as Reaction (basically Opportunity Fire) only the attacker gets to throw Pressure dice and see if the score for each dice is greater than the target's Resistance (determined by it's stance) modified by cover. In this case, the medium artillery get 4 Pressure dice against each stand or base within a 4" barrage area. The German defenders in the initial barrage are all Steady so their resistance is a four, increased by +1 if dug in or +2 if in hard cover (the ruined village buildings).
The barrage does some damage. Now on to the first turn and the first phase is the Command phase, when you can call in offboard artillery and, more importantly, use your Gumption tokens. Gumption is an interesting and important idea in Push. Each side gets one token per company (maybe more depending on circumstances). A Gumption token allows you to do various things, like automatically rally a stand and improve it's stance, combine the fire of two stands, and motivate one stand to do something heroic (the game calls this stance Pressing or Carrying the Push). More about that below.
The next phase is Movement which is done on an IGOUGO basis, one side moving all their units, and then the other moving. Units that move in LOS of an enemy unit can be fired on at the time of moving (same principle as described above, Pressure dice vs Resistance rating). My Canadians advance and take some fire, one stand going Cautious (red token). Units that use Reaction Fire can move in their turn, but can't participate in Combat unless it's a close assault so, if you want to shoot and you're on the defence, you have to decide, do I use Reaction Fire or wait until the Combat phase when all the enemy's moves are complete?
The Combat phase combines shooting and hand to hand assaults. If a moving unit contacts an enemy stand, then assault is immediate. Otherwise, all shooting that has not happened as Reaction Fire happens now. Here's an interesting thing about how Push imagines combat - it's often simultaneous. Both units fire or melee at the same time. Both roll their Pressure Dice vs the enemy's Resistance rating and vice versa. Whichever side rolls more dice that equal or exceeds the other's Resistance rating than the other successfully pushes the other's Stance down one or more levels.
Here's an example. A Canadian stand and the German MG unit engage in combat. The MG gets 4 pressure dice, the Canadians three because they moved half or less of their movement of 6" in the open. The Canadians' Resistance is a 4 because their Stance is Steady and they are in the open. The German's Resistance is 5: Steady Stance and +1 for being dug in. The Germans roll only one dice (4) that equals or exceeds the Canadian stance, and the Canadians only roll one dice (a 5) that equals or exceeds the German stance. The result is a tie and neither side goes down a Stance level. Push's idea of fire combat may seem counterintuitive, as in most systems A fires at B (eg, Prep Fire in Squad Leader) and sees if it can damage B. With Push, I imagine simultaneous exchanges of fire so in this case, the Canucks went to ground when the MG opened up and returned fire with rifles and Brens, lots of shooting, no result. It might have gone badly for the Canucks in the open but they were lucky.
One of the things I like about Push is that there is no casualty removal. Everything depends on Stance and if a unit goes to Broken, it just runs away or surrenders.
Fast forward to the last few turns I had to play and a good example of the Gumption mechanic. As my attackers get closer, I decide to use a Gumption token to give raise one stand to Pressing. Only a Gumption token can do this and it can only be given to a Steady stand. It gives the stand an extra pressure dice and increases its resistance to five. Perhaps the lieutenant gave an inspiring speech or these joes just have their blood up.
In Push there is a subset of the Movement Phase called the Initiative Phase. This allows one stand the benefit of surprise or extreme heroism. It can't be targetted by Reaction fire and if it engages in Combat (fire or assault) it gets its licks in first and the defender does not roll its Pressure dice in response. A player can spend a Gumption token to give +1 to an intiative roll if the HQ of the stand that might benefit from the initiative is touching another stand of the company and within 6". In this case, I used my second Gumption token to give the Canadians a +1 on the Initiative Roll. Canucks win the roll, and so my Pressing stand gets the Initiative. It runs around the corner of the stone wall and is in among the German foxholes with grenades and bayonets. It gets an extra Pressure dice, so four dice, gets lucky rolls, and shellacks the Germans with three hits, driving them from Steady to Broken. Kamerad!
So that was enough to give me a taste of the rules and I will definitely try them again. One thing I haven't mentioned or yet explored is that there are also rules in Push for armour and air support, minefields, and some suggestions for solo play. Push also comes with enough data on troops and equipment for enough nationalities to satisfy hardcore gamers. One of Patricia's super powers is research and copious data set compilation.
Push is a first edition, so there are a few details that were unclear to me, but I got prompt answers when I asked the author. Patricia is on Bluesky (4ppress.bsky.social) and is planning a website for questions, FAQs, and discussions on her rules. Push offers some interesting ideas for WW2 gaming, and is currently available on WV for the princely sum of $7.70USD, which is a small amount to support an indie publisher. Do have a look.
Hello friends:
In my last post, "Convoy Chaos", I had some photos of some shamefully underpainted German vessels and even black primed targets (I mean, merchant ships). Since then I've been working on getting them finished for their next encounter.
Here is the 3D printed Raumboote or R Boat. The German term literally means "clearance boat" and they were wooden hulled, fast vessels that could serve a number of roles: minesweeping, air-sea rescue, and convoy escort. Over 400 were produced and served in all theatres. Later versions were upgunned and some had torpedo tubes added.
I found this model on Thingverse. If you search for "Cruel Seas" you'll find a number of nice models from the various countries' coastal forces. It painted up well. I added a copper wire mast and some Skytrex crew.This beast is a Skytrex resin and metal model M Class minelayer. In German they were called Minensuchboot and I gather that, like the R Boats, they were versatile ships that could play a variety of roles.
I've now played a full solitaire game of Torpedoes and Tides, using the Campaign Rules. I used all my Fairmille models to give me a flotilla of three MTBs and two MGBs. The lead character was Lt. "Rocky" Rhodes but he didn't do so well so another boat commander ended up being my main character.
I gave all the dogboats Q3, so the flotilla isn't green, but it's fairly new to the war, so just barely Competent I rolled a Convoy Attack mission. We pick up the action in front of the Senior Naval Officer.
***
Lt John Miller, RCNVR, "Dusty" to his friends, stood uneasily in front of the desk of Commander Jennings, referred to soto voce in the flotilla as "The Dragon". Jennings had been a year from retirement when the war began, and although he had been a dashing torpedo boat skipper in the last war, his approach was by the book and he did not like undisciplined Canadians.
Jennings put down the after action report and pointed his pipe stem at Miller. "Well, you did well, at least, but it was a damned poor show all around."
Miller, still short of sleep, struggled to recall the events of last night. The convoy had been there on its reported route, and had first been spotted by Lt Harry "The Hammer" Fields in his MGB. "It's hammering time!" Fields had shouted over the radio as his guns unleashed on a small German escort, an R-boat at close range.
"I don't know what Rhodes was thinking, having you all charging in pell-mell like that. Officer cadet heroics have no place here!"
"We were all eager, sir, it was our first show." Miller recalled their flotilla skipper, Peter "Rocky" Rhodes, ordering them to "get stuck in, full throttle" and Miller suddenly finding himself within spitting distance of the small escort, its tracers flying overhead and chewing up his Fairmille's woodwork.
The German R-boat skipper is undergunned but gamely hangs in, happy to play bumper boats and spoil the British attack. Meanwhile, the other MGB in the flotilla, under Bruce "Fairway" McGregor, lights up the German freighter but doesn't do any real damage. The red chits are for the optional muzzle flash rules, meaning that a boat that fires is easier to hit.
"There's a difference between eager and stupid," Jennings growled. "I'd say getting your boat cut in half is just plain stupid."
Rhodes is too close to the oncoming German minesweeper, the large escort. It was a hard way to learn the collision rules, especially as the British lost the initiative at this point and the Large German ship cuts through the MTB like a knife through butter.
"Yes, sir. I hope my report made it clear that Lt. McGregor was able to rescue Rhodes and his crew while under fire."
Miller recalled glancing at the minesweeper, her secondary armament lashing the water as McGregor's men cooly plucked their mates from the sea.
"That was a good show, McGregor showed guts. Good sort of man to have in a gunboat."
Jennings allowed himself a flinty smile. "And you managed to redeem this dog's breakfast of a show."
"It was hard to miss at that range, sir. Got the last freighter amidships and she broke in two. We were able to get out in the confusion."
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Miller fires two fish at close range, if he was any closer there wouldn't have been enough time for the torpedoes to arm. He's rewarded with one hit, which does catastrophic damage to the freighter.
***
At the dockyard, the base chief engineer says he's busy and shorthanded. I roll a 5 on 2d6, and since I have one boat with two damage (Rouleau's MTB) and two boats with 1 damage (McGregor's MGB and Miller's MTB), I decide to fix one point on Rouleau's boat and one on Miller's. The MTB's take precedence.
All the crews in the flotilla get an experience point for being in a battle. McGregor's crew gets an experience point for rescuing Rhodes and his crew. Miller's crew gets three points for sinking an enemy freighter.
Rhode's reputation is not enhanced by losing his boat and two of his MTBs not firing any fish. Rhodes' reputation goes down by 1 and is now -1.
I now check for an event and Miller is awakened the next day to the unwelcome news that the base is getting a surprise visit from an Admiral. There's enough time to make and mend and clear away last night's empty gin bottles. The flotilla makes a good showing and the Admiral is pleased with his fighting Canadians.
I now need a personality for Lt Miller so I roll up the following stats for him:
Stamina: 3; Charisma: 3; Tactics: 4
We'll see if Dusty Miller has what it takes to keep the flotilla and do better than poor Rhodes.
A note about the ship models:
The R-boat is a 3D print of a file from Thingverse (do a search there under Cruel Seas and you'll find all manner of helpful files). The minesweeper and the three merchant ships are from Skytrex, and may get properly painted before their next outing.
Cheers and blessings to your die rolls!
MP+
Inner walls in place and while it's unlikely they'll ever be seen on the table, doing them properly was quite satisfying, rather like painting the inside of the cockpit of a plastic model aircraft. I at least know it's done. :) 
The wooden ground floor door came out well, I used an AK wood tones paint set with some FolkArt Wrought Iron craft paint for the bars and handle.
Still in the grip of my coastal forces (perhaps costly forces would be a better term) enthusiasm and I've just finished a scruffy little ship to act as an escort to some merchants and maybe give the E-boats pause for thought.
This 1/300 scale kit from the Skytrex/Warlord Cruel Seas kit comes as a resin hull with about half a dozen metal bits.
Next in the dockyards is another Skytrex kit, a German minelayer, so wouldn't it be something if these two were to run into one another some dark night?
Cheers and blessings to your brushes,
MP+