Thursday, August 13, 2020

Add More Morschauser

 Rules tinkering continues.

After another dozen or so games played on the computer using Google Draw for the map and units, I learned quite a few things. I could go into a deep dive about what I found "wrong" with my recent rules attempts, but in short, they weren't Morschauser enough for me.

So, last night, I ran through a grid-based homage to Morschauser with an overall feeling that was just "better" to me.

The only thing I think the scenario needs now is some mine fields.

The now familiar opening moves of Cherkasskoye.

The Soviet middle melted away before the combined Panzers and PanzerGrenadiers of Grossdeutschland.

The Soviet left fell away shortly after. Effective Soviet ATG fire dealt a blow to the Panzers.

11th Panzer Division (the "Ghost Division") sends help [turn 9]. The Soviets are in an even tougher spot now.

A hard fought battle for the town ensued - including an accidentally suicidal assault by the Grossdeutschland Pioneer battalion which opened the way for Recon to advance.

After turn 8, I roll for how many turns remain and with a roll of 3 it was going to be tight. In the end, the Germans could not quite clear the entire village, although they managed a foothold. 

The Soviets suffered an overwhelming loss of units - because I kept going well past their break point. I'm not sure if that makes sense or not for the scenario. I kind of feel like it does, but the fact that it came down to the last turn, I feel, means they should get some additional credit.

If I scored this per Featherstone, it'd be 5-2 , in favor of the Germans (the battle was a draw, plus 1 point for every loss of 20% inflicted). However, given the Germans had to call on 11th Panzer, even if they never reached the village, to me, means the Soviets deserve some extra credit for delaying the German advance. I would score this 5-3 if this was for the campaign.

Like I said, I want to add mine fields, which, given the change in rules, seems a necessity to balance out the sides a little better.

Tuesday, August 4, 2020

I Am Not Good at Leaving Well Enough Alone

As an inveterate rules tinkerer, I decided to make some changes to my own grid-based battalion per base rules - particularly regarding effects vs armor (I didn't like that mortars could eliminate tanks). However, I made some other tweaks, that, frankly, broke the game in some respects during play testing.

So here are some pictures while I reset some of the changes. Please note, the game pictured does not count towards the campaign, although it is the Cherkasskoye, July 5, 1943, scenario I posted.

I/PzGr, and I and II/Pz advance up the middle, while Recon races up the road. All units encounter fierce Soviet resistance, but the Soviets on the German right collapse, opening the advance on that flank.

With their lines breached, the commander of the 67th Guards Rifle Division orders two ATG batteries to provide support for the 199th, as it falls back towards the town.

To say things don't look good for the Red Army is an understatement.

Another view of the same scene. This is my favorite picture of the night.

The Soviet side of the line.

I and II/Pz reach the village, swinging to the left flank, and engage in a shootout with ATG batteries (the 1st was destroyed by combined artillery and I/Pz fire)

Recon arrives on the right flank and I/PzGr advances in preparation to storm the town. (Yellow dice are my "Overwatch" markers. It did them little good,)

It was an overwhelming German win, and a victory for GrossDeutschland , as there was no need for 11th Panzer Division's support.

Friday, July 31, 2020

Operation Citadel Campaign Points Scoring

Ran through another play test of my Cherkasskoye scenario last night. I wanted to try out some things, but more importantly, Steve8 reminded me of Featherstone's approach to conducting a point-to-point campaign as described in Solo Wargaming. One difference is that there, the battles happen regardless of the outcome of any given battle being counter to history.

Soviet 199th Guards Rifle Regiment including the regiment's 1 medium mortar battery,  with 67th Guards Rifle Division AT Batteries that arrive as reinforcement.

But, what really struck me is how Featherstone's scoring method is *much* simpler than my convoluted approach and I think I'll be using it. Points for win or draw, and points for every 20% losses inflicted.

Armored panzer-grenadiers attempt to dislodge Soviet defenders. The defenders had already taken a battalion of the panzer regiment out of the fight.

I need to settle on a few points - such as, if the Soviets are completely eliminated but GrossDeutschland can't reach the village before game end, is that a draw? Or if the Soviets hold onto a part of the village (which is the way the game ended last night), is that a Soviet victory because the Germans didn't achieve the objective or should i call that a draw because they occupied the other village grid space?

A 67th Guards Division AT battery making use of captured PAK 38s.

On the one hand, it really doesn't matter. On the other, the idea with campaign points is to provide an extra layer of challenge for the player (me, but also anyone else who tries to play my scenarios) to achieve victories without unduly risking troops.

Wednesday, July 29, 2020

Operation Citadel: Point-to-Point Campaign : Cherkasskoye

I am playing through a solo point-to-point campaign of Germany's 1943, Operation Citadel, inspired heavily by this older post from the Flames of War website.

This is the first scenario - I have played and adjusted it over the course of a few dozen games. While it probably still needs tweaking, it has provided a fair number of exciting games for me and so, I'm sharing it here in case anyone else finds it useful. I'll post one of my own play throughs next time.

Scenario 1: Cherkasskoye
Date: 5 July 1943

Initial Report: On July 5, after breaking through the Soviet defensive lines encountered on their advance towards Cherkasskoye, GrossDeutschland, became embroiled in heavy fighting with the 199th Guards Rifle Infantry Regiment, 67th Guards Rifle Division, outside of the objective.

Objectives: GrossDeutschland is to capture Cherkasskoye. The 199th Guards Rifle Regiment intends to prevent that.

Turn limit: The turn limit is not fixed, fight until the combination of GrossDeutschland + 11th Panzer is exhausted (see Reinforcements) or Soviets are reduced to two on table units, at which point it can be assumed they abandon the fighting.

Setup: This game uses a small table representing an area approximately 6km by 6km, which in Division Squares is 6 spaces x 6 spaces. GrossDeutschland attacked on a 3km wide front at Bustovo [I have to find the source of this and credit it], so, while going wider than 6 squares may make the table seem less crowded, it is also arguably even less accurate.

German OOB:
Elements of 4th Panzer Army, GrossDeutschland (GD) Division

Division HQ
PanzerGrenadier Regiment GrossDeutschland (Veteran)
1 Armored Infantry Battalion, sdkfz 251
2 motorized infantry battalions, on foot
Pioneer Battalion GrossDeutschland (Veteran), sdk 251
Recon Battalion GrossDeutschland (Veteran), sdk 222
Panzer Regiment GrossDeutschland :
2 PzIV battalions
Artillery regiment GrossDeutschland
 2 battalions of heavy artillery (off-table)

Exhaustion Point: 5

Elements of 4th Panzer Army, 11th Panzer Division
Panzer Regiment
1 Battalion (PzIV)
(Optionally: Flammpanzer III)
1 Armored Infantry Battalion, sdkfz 251

Exhaustion Point: See Reinforcements Section

Soviet OOB:

Elements of 6th army, 67th Guards Rifle Division
199th Guards Rifle Regiment
Regiment HQ
3 Soviet Guards Rifle Battalions
1 82mm Mortar Battery
optional: minefields and barbed wire)

67th Guards Rifle Division Artillery
2 batteries of 122mm guns (off table)

67th Guards Rifle Division ATG Batteries
2 ATG batteries, towed

Exhaustion Point: 5

Table setup:
There is little to no cover available most of the table - the land is mostly scrub. Cherkasskoye is located on a plateau and should at the very least b
e on a hill. The example table map is an interpretation of the top center of the wonderful illustration of the battle of Cherkasskoye as appears in Kursk 1943: The Tide Turns East by Mark Healy.

Example table layout:

Soviet Rifle battalions must deploy in the trenches/defensive works, mortar and HQ can deploy anywhere.

Suggested deployment:
  • Deploy Soviet rifles in (2,3), (4,2), and (6,3) OR randomized Soviet rifle placement: number each trench space 1-6, then roll 1d6, place battalion in appropriate trench space.
  • Mortar battery in (3,3), HQ in (4,4).
  • All Soviet Rifle Battalions in trenches start in Overwatch.
GrossDeutschland starts off-table and has initiative each turn.

GrossDeutschland Artillery Barrage:

To reflect the inaccuracy of the maps - which left German officers unable to determine which were real and which were dummy units - albeit much later in the day than in real life, GrossDeutschland may make 1d3 artillery attacks prior to the first turn.

However these attacks must target one of the 6 grid spaces containing a trench/Soviet defensive work and are randomly determined by die roll. For each artillery attack, roll 1d6 - the attack is on the trench in the appropriate column. These do not count against the artillery available during the game.

Resolve each attack normally on any Soviet unit present in the space, if any.

Soviet Reinforcements:
The two ATG guns provided by the division may be brought onto the table any turn after GrossDeutschland has broken past the Soviet trench line, or after turn 4, whichever comes first. They may enter the table from (1,6), (2,6), (3,6), or (4,6) provided the space is not occupied by an enemy unit

German Reinforcements:
At the end of turn 8, if GrossDeutschland has not captured the village or after a turn where GrossDeutschland has become exhausted 11th Panzer Division replacements arrive in column 6 (see map).

Roll 1d6 for row (See map).
Regenerate the German initiative deck to match the new force’s strength and reset their exhaustion point.
Roll 1dAvg. The result is how many turns GrossDeutschland + 11th Panzer Division have remaining to capture Cherkasskoye.

Historical outcome: GrossDeutschland was dealt heavy losses and their advance into the village was slowed, until 11th Panzer Division, on their right flank, sent reinforcements (including flammpanzer III’s). At which point, the GrossDeutschland Pz. Gren. were able to drive the Soviets from what remained of Cherkasskoye.

Suggested Campaign Scoring:

  • Holding Cherkasskoye at the end of the game, with at least one unit and no enemy units present in the village spaces: 10 points
  • If both the Germans and Soviets have a foothold in the village at game’s end : 5 points for the Soviets
  • Every enemy unit eliminated : 2 pts (3 pts for veteran units)
  • If GrossDeutschland reaches their exhaustion point : 5 points for the Soviets
  • If 11th Panzer + remaining GrossDeutschland also reaches their exhaustion point : 5 points for the Soviets
  • If a GrossDeutschland PzG unit is holding the village at end of game : 5 points
  • If the village is cleared by German artillery but no GrossDeutschland unit in village at game end : 5 points Soviets
  • If GrossDeutschland captures the village before they reach their exhaustion point (and before reinforcement) : 5 points Germans
  • If GrossDeutschland (Before reinforcement) causes the Soviets to each their exhaustion point : 5 points for the Germans
Next: If the Soviets lose, the next battle is Syrtsevo. If the Soviets outright win, the next battle should be GrossDeutschland again trying to wrest the village from the Soviets, both sides will likely receive reinforcement. If the Soviets win again, the invasion is called off.

Scenario Design Notes:Please note, the scenario is written for own toy-soldiery Division Squares, and as such, it may require adjustment for other rules.

It hopefully has been designed so the Germans will win more than half of the time, if relatively well commanded (in my play tests, I played quickly and often made errors in judgement that cost the Germans substantially). However, a poorly commanded German force will lose. As this is intended as a solo campaign game, to make the game more interesting, the Soviets (non-player) can well come away with the same or more points towards a campaign victory than the Germans (player), even if they are forced to abandon the village.

Elements of GrossDeutschland awaiting deployment.

Friday, July 24, 2020

Rumors of My Demise and a Developing Set of Rules

I am deeply humbled. I disappeared and did not consider that during the times of the pandemic that this might cause concern.

Just before the US plummeted into lock downs and rising COVID infections, I found myself being called to return to music (I mean my own music. I'm in a band but I don't do much writing for it). Music, like wargaming, can demand a ton of time, but unlike gaming, drains me of energy in all sorts of ways. The creative process, for me, is not an enjoyable stroll in the park but the tearing of some hideous thing from the purple-black tendrils of doubt and pretension, hurling the putrid sputtering mass into this reality, and wrestling it into something less horrible, through the power of blood and sweat and tears, presumably for sharing with the world. The latter opens up gaping dimensions of doubt unknown to those who have never walked that path.

But I digress. The point is, writing and recording sucks up free time and I am terrible about balancing my interests.

I returned to gaming in June however with a handful of G Company games, including revisiting D-Day with the US Army's 1st Infantry Division. Some thinking about what I wanted from my games led me back to company element games, and then some more reading led me to battalion element games with a goal of playing GrossDeutchsland's advance during Operation Citadel (more to come on that, including five scenarios with painfully simple maps made in Google Draw, suggested orders of battle, etc.).

It may be hubris speaking, but this reminds of me of the pictures in older war games books. Please note the card stock buildings are prototypes, and not finished. I wanted to make collapsible Russian style buildings. They work, I just need to make more and finish them.

As an apology for disappearing without so much as a word, allow me to present a draft of what I call Divison Squares (I was calling it Space Wars early on as a joke, because that implies outer space and perhaps even Star Wars, when it's not about that at all. Which tells you all you need to know about my sense of humor.) There is nothing new in there, just an amalgamation of mechanisms that work for me, written for me, but now cleaned up a bit in case anyone else finds use in them.

The Division Squares rules began as Battalion Squares where each unit is a company. I'll revisit those eventually. This picture is an early game using those - hence the mixed heavy weapons company for the Germans.
Although I have played them for at least two dozen games, there are still things missing and it's a living document (for instance air-to-ground rules are missing, as are mine fields. Both of which will be added eventually). These are intended for playing WWII on a grid with a regiment to a division+ per side in a smallish space.

A German divison (GrossDeutschland in the scenario, but could be a generic Panzer Division) advancing against a Soviet rifle regiment (199th but could be any) in trenches- one tank unit has already been destroyed (off camera bottom right). There are three scales of vehicles in this picture, for those following along at home.

They work for One Hour Wargames scenarios as well, at least in my limited tests (mostly I've been playing GD at Cherkasskoye - a table layout and scenario based on a historical battle.) However, expect most OHW scenarios with OHW sized forces to play in about 8-10 turns (not unlike OHW rules in my experience).

From a OHW scenario. I adjudicated the game, but little monkey (he's 8, so maybe not so little) controlled both sides.
 Please accept them in the spirit they are intended.

Thursday, March 5, 2020

1/43 Madness

I recently decided to check out 1/43 vehicles (hence the title) for my wargaming needs. A lot of vehicles just aren't available for the larger figures except in 1/35 model kits and I am not a model builder (I have little patience). Classic Toy Soldiers offers a very limited range of vehicles in 1/38. Those that are availabled in 1/50, are die-cast and cost an arm and a leg to ship to the States. While1/43 vehicles are delicate like 1/35 models, there is quite a variety avaialble, and they cost closer to toy vehicle prices.
The Sdk. 222 looks good in this group, but is tiny compared to my 1/38 tanks (works fine with my 1/48 - 1/50 tanks, but I can't afford a t-34 in 1/50, let alone three or more of them. 1/43 is possible but I already have 1/38) . It's even small next to the Detail kubelwagen. I may mix scales when fielding a recon battalion - 1/32 armored car, 1/32 kubelwagen, 1/43 everything else..

Motorized infantry.
The above illustrates how the vehicles scale with the figures.

I could easily fit this combination into a 6" square with space left over, or with the infantry side by side but less extra room, for grid games. Placing the vehicle behind or next to infantry/guns facing forward or backwards could indicate statuses - like infantry embarked, gun deployed, etc, in non-grid games.

 Here's what the same vehicle looks like next to a CTS 1/38 PZ. IV .

Eastern Front German vehicles.
This works pretty well to my eyes - minus the windshield falling over on that half-track because it broke within a day (I did say they were delicate, right?). The transports will function more like markers in my games - they aren't units in and of themselves - and thus don't need to dominate the landscape.

Tuesday, February 25, 2020

2020 Atlanta Military Figure Society Show Haul

This past weekend was the annual Atlanta Military Figure Society show in Marietta, GA. While there are terrific displays of model building and painting prowess, my interest is almost entirely in the vendor area.

Osprey titles abound at this show and most can be had for a fiver (USD) or less. I try to stick to topics of immediate personal interest lest I blow my entire hobby budget for the year. I suppose if I was smart, I'd have bought quite few to sell as bundles on eBay.

In any case, the most interesting looking of those I picked up is Women at War: 1939-1945 from the Men-at-Arms series. I have not run across it before when rooting around piles of Osprey books. The single picture of  Soviet bomber aircrew ("night witches") would have been enough on its own to get me to purchase it but it's also a topic vastly underrepresented in my small collection of history books.

I blame Rommel for this next purchase. Had I not read Infantry Attacks, I doubt I'd have bought it.  The German Army 1914-18 will come in handy though if I decide to field some Germans in Italy:

This next one requires some explanation.

There I was minding my own business a few weeks ago, when I read a very simple point-to-point campaign for Kursk. One of the campaign tracks involves following Grossdeutschland. A look into some of the map points on Wikipedia led to learning about an encounter involving the recon battalion associated with GD. That lead to finding a Spearhead order of battle for 1943 for the GD recon battalion. And the next thing you know, I'm obsessed with fielding one a 1 stand = 1 company, even on my tiny table where an armored car can race across it in a handful of turns.

Figuring I should learn more about the vehicles, I grabbed this for $2.

Somewhat related, since my Eastern Front tanks are 1/38, I ordered a 1:43 sdk. 222 on eBay. It's cute and little and goes "hee hee hee". But I was OK with that, even if it's dwarfed by my Deetail Kubelwagen.

However, a vendor at th show had the 21st Century 1/32 model of the sdk. 222 for just $18 USD marked down to $15! Even if I didn't want it, I would have bought it! (in retrospect I should have bought the other vehicles and sold them on eBay. smh.)

So now I have two scales of 222. This is no unusual in my collection so I will just roll with it and pretend I'm not kept up nights debating which scale vehicle to settle on.

The last item I picked up at the show was an unpunched copy of Battle for Moscow - a game available freely online and one that has been on my want list for years, even before I ever played a hex-and-counter game.

I don't like printing my own game components - cutting out counters from cardstock is tedious, but the real issue is they aren't thick enough. You have to mount them and that's just too much work, especially now that I have several other professionally produced games.Finding an actual printed copy though meant purchase was a no-brainer:

I'm not convinced I'll go back again next year - mostly because it's a long ride given how little time we spend there. And while there are deals to be had, something about the atmosphere felt off-putting to me. Not really appropriate here but it's just something I noticed. We'll see if I still feel the same next year.

The next big event on my sort of gaming related calendar is the WWII Days in Peachtree City in April.

Wednesday, February 19, 2020

Test Prints

I'm not sure why, but I decided to start of this unit of khaki-clad British soldiers with just three figures.

Honestly, it makes no sense - four would be great for a unit in a grid-based game like The Portable Wargame or six for half-sized units in The Men Who Would Be Kings, but three?

Armies in Plastic colonial British painted in a mix of craft and Vallejo acrylics.
In any case, I'm pleased with the final result and I'm starting in on the remaining seven in this unit in the next day or so.

The tedious bit is obviously the straps and belts and such, but otherwise, now that I've decided on the colors for the puttees and the boots (damned if I can remember - but fortunately I only have a few hundred shades of brown to sort through), the rest should be fairly easy to knock out in assembly line fashion.

Monday, February 17, 2020

Red Army Takes Delivery of New AT Gun!

Photos have surfaced of the new Soviet ZiS 3 anti-tank gun being tested at a secret Siberian firing range.

Italieri 1/32 ZiS 3 and crew. I might paint a 3rd crew member for the base. I might not. Each gun comes with 5 crew.
Red Army officials say the new gun is a "glorious demonstration of Soviet engineering" and the ZiS 3 is being manufactured at a fantastic rate to join the fight against Hitler's Panzer divisions.

Friday, February 14, 2020

200th Post!: My Modifed Morschauser Modern

My first post on this blog was a game using Morschauser's modern rules, so it seems fitting for my 200th post, that I share the modifications I am currently using.

They look rather long, but that is a function of my wordiness in an effort to anticipate questions that might arise when someone who isn't me uses them, more than any indication of their complexity. If you want to skip the remainder of my rambling preamble, scroll down to the section labeled "Morschauser Modified WWII (2020)".

Photo from Jan 31, 2020. Morschauser game using OHW scenario and forces.
Please note, you will need a copy of Morschauser's book - either in the original or John Curry edition  to get the most use from these, as I don't want to infringe on copyright and all that I've left out most everything that you can find there.

These rules make use of the Roster System (Chapter X in the Curry edition).

Morschauser calls the circles on his Roster "sections" and these are based on the "actual fire power of the Unit's weapons" - which isn't terribly convenient, as he doesn't give any way to convert firepower into "sections", never mind that "section" already means something in a WWII setting..

So, taking some liberty, I've generalized these "sections" into Roster Points or RPs. Roster Points encapsulate the number of sub-units, but also their morale, and supply. It is measurement of their ability to continue fighting not unlike Bob Cordery's Strenth Points from The Portable Wargame or Neil Thomas's "hits". You can use Morschauser's "section" values as given, or you can modify the RPs.

Typically my starting point is the number of immediate sub-units - this helpfully allows for variety depending on country, theater, and year of the war. So, a typical rifle unit (read company) would have 4 RPs (3 platoons + 1 support platoon).

That value can be adjusted up or down to denote abundances or deficiencies in any of the areas mentioned. Green or veteran units can have less or more RPs respectively, for example.

  • For unit melee power, unless otherwise noted, I use Morschauser's ratings. 
  • The headings below (in all caps) match Morschauser's existing headings, so you can match them up and compare my changes/additions or, in some cases, they are an entirely new heading for something not covered in Morschauser's rules-as-written.
  • I have included two different approaches for firing - OHW style games with 6 units or less per side may benefit from the 1d6 per unit method rather than per RP.
  • The ranges given here are not true to the weapon types but adjusted for the table and the limits imposed by the addition of a spotting distance rule.
  • If using a larger base - say Morschauser's suggested 3" base for 54s - but for a platoon per base, change the scale to 1" = 30ish yards. For firing, you can use his ranges as written or adjust accordingly. For movement, I suggest using his ranges as written with the 3" bases, or borrow Neil Thomas's movement ranges from One Hour Wargames, as either seems to work.

Archival photo from 2016. Morschauser rules used for US infantry assault inspired by Band of Brothers depiction of Carentan.

Morschauser Modified Modern Period Rules


1" = 100 yards
1 tray = 1 company 
1 turn = 15-30 minutes


Mounted motorized and armored infantry move per their transport.

Rifle: Move: 6" / Weapon Range: 6"
SMG: Move: 6"  /Melee Power: 5 / Weapon Range: 1"
Infantry antitank weapons: Move 6" / Weapon Range: 1"
Engineers with Flame: Move 6" / Melee Power: 5 (because flamethrowers) / Weapon Range: 6" (for their rifles)

All infantry units are assumed to have at least AT grenades if not dedicated infantry AT weapons. The only reason a separate AT weapon unit is listed here is to account for the dedicated Soviet ATR companies (since I am using these rules currently with the Eastern Front forces I have) - which should be treated as Morschauser's Antitank rocket unit with respect to melee power and the roster.


Mounted mortar, MG, or mixed mortar/MG companies move at the speed of their transport when embarked.

The 6" minimum range for the mortars is certainly not accurate but is included to give additional differentiation with the MG units.

Medium Mortar : Move: 6" or per transport  /  Weapon Range: 6" - 36"
Heavy Mortar: Move: 6" or per transport / Weapon Range: 6" - 48"
MG: Move 6"/ Weapon Range: 9"
Mixed(MG+Mortar) : Move 6" / Weapon range: up to max for mortar type

iii) ARTILLERY - In progress

May be on or off table.

[I have yet to write anything for this section, as it hasn't come up yet, but it will likely be similar to the mortars - with field, medium, heavy, mountain, etc. guns and their ranges being quite large or irrelevant, as the whole table would be in range.

I am contemplating attaching Forward Observers to specific units in order to limit the impact, no pun intended, of off-table artillery]


ATG (not self-propelled): Move: per transport /  Weapon Range: 12"

v) AFVs

Tank (or Self-propelled ATG): Weapon Range: main gun 12" / 9" MG at infantry targets only
Armored/Scout car: Move: 15" road  / 6" off road / Weapon Range: based on armament (MG: 9", ATG: 12")


Half-track: Move: 12" road /  9" off-raod / Weapon Range: if has MG, range: 9"
Wheeled  vehicles: 15"  road / 6" off road.  Weapon Range: if has MGs, range: 9"
  1. Initiative - winner is Side A and goes first
  2. Side A Recover / Resupply Check
  3. Side A Move/Shoot 
  4. Close Combats
  5. Repeat steps 2-4 for Side B
  6. End of Turn

Each side rolls a six-sided die. High score has the initiative and is Side A for the turn. The other side is Side B for the turn.


Each unit that has suffered a loss of  Roster Points during a previous turn, may attempt to regain one RP at the start of their current turn by rolling 1d6.

If the unit is in the open, on a 4 or 6, they regain 1 RP.
If the unit is in cover, on a 2, 4, or ,6, they regain 1 RP.

A unit may not recover/resupply beyond the RP value it started the game with unless otherwise dictated by the scenario.


Morschauser's movement rules apply with the following additions:
  • If movement involves leaving one terrain type for another, movement stops upon entering the new terrain type unless the new type is open terrain, or the unit is traveling by road.
  • Guns may not limber, move, and unlimber in the same turn. 
    • Gun transport may only move at 1/2 rate when limbering or unlimbering in the same turn.
  • Motorized / Mechanized infantry / heavy weapons units may not embark and disembark in the same turn

Morschauser's firing rules apply with the following additions/clarifications:
  • If  a unit is going to fire, it must be done before or after a unit completes its movement.
  • Spotting :For direct fire, enemy units can only be seen for targeting up to12" away 
    • This is from Neil Thomas as well as some other rules I have.
  • All units have 360 degrees of line of sight (LOS)
    • Terrain may block line of sight - and therefore targeting a unit on the other side - use logic and your own determination, and let the dice decide if you're not sure.
  • [edited 2020-02-15] Spotting and range for shooting  is measured from the center of the  base edge of the firing unit to the center of the base edge of the target unit. If a unit is not based, measure to the nearest significant part of the model - for example, a tank's hull rather than the barrel of the gun.
  • Mortars, howitzers, and other artillery may fire at enemy units within LOS and spotting distance of any friendly unit or they may direct fire on units they have LOS to within spotting distance.
  • Mortars, howitzers, and other artillery may fire over intervening units and terrain, unless a scenario specifies otherwise. 
  • Guns may not fire and limbers/unlimber in the same turn.
  • Units in cover providing terrain can only be seen by units outside that terrain if they are in base contact with the edge of the terrain.
    • What terrain provides cover is, again, up to you.
  • Spotting distance between units in the same terrain may be reduced.
    • It can range from base contact to 12" depending on the type of terrain.
  • Tanks on a hill, being fired on from down hill, count as in cover (hull down) 
To fire, use one of the following methods:
  • As written, and what I currently use: all units roll 1d6 for each of their current Roster Points to hit.
  • For a longer game with gradual losses and without the risk of sudden elimination, use the following instead: All units roll 1d6 to hit when attacking.
Hitting targets in the open is as per Morschauser.

All units, except MGs, hit targets in cover on a 6. MGs hit targets in cover on a 4 or 6.

Units make a saving roll for each hit they take from direct and indirect firing.

For each hit taken as the result of an enemy fire action, a unit rolls1d6:
  • Units in the open may ignore a hit for each 4 or 6 scored.
  • Units in cover may ignore a hit for each 2, 4, or 6 scored.

Mixed weapons support companies: 
If a support company mixes mortar and MGs together, for ranges greater than 9", read the dice as if they are a mortar unit (i.e. 4 or 6 hit). For ranges of 9" or under, treat as MG (i.e. 2, 4, or 6 to hit).

Infantry vs Tanks: Infantry (rifle or SMG) may attack tanks by moving into close range (1") of the tank. This assumes they are bringing AT weapons into the fight.

This is essentially Morschauser's melee method, with a reduction in melee range and some clarifications.

Melee occurs when units eligible for close combat are within 1" of each other, base-edge to base-edge.

Melee is between two units only. If a melee involves more than one unit on either or both sides, resolve one melee at a time, at the moving player's discretion, until one or both sides are eliminated or no more units remain in melee range (1"):

Tanks vs Infantry:
No vehicle other than tanks may overrun infantry. Instead, follow the rule for scout cars Morschauser describes under the Melee section.

A tank need not physically be able to occupy the space beyond the targeted infantry unit - it is sufficient that its move would carry it completely past the target, it it were to move unobstructed.

That is, if a second infantry unit close behind the first, the tank can still overrun the first unit.

Archival photo. Morschauser + Hook's Farm 2017.

Tuesday, February 11, 2020

The Not-Imperial-Russians Get a Leader

Urging his men to action the leader of the Vodkia force cuts a dashing figure in his blue Don Cossack uniform with red shoulder boards (color scheme from an illustration found on the interwebz)

Maybe it's me,but does the horse look angry?

Notice he rides a horse into battle - you would never see him sitting on a camel.

His men look upon him with equal parts respect and fear - having seen their leader charge into the enemy, sword slashing wildly, cutting down man after man, all the while laughing heartily.

Only a fool would risk even the faintest whiff of insubordination.

This horse and rider complete my original plan for this project, which was a 10 figure infantry unit, a gun + crew, a 4 figure unit of cavalry, and a leader figure.

Stage 2, however, is already underway to add a unit of infantry to each side. I hope to have the Brits in their khakis done quickly. The first test figures are nearly done. A second unit of Russian rifles will complete the 2nd stage.

If there's a stage 3, it will be because I decided to paint up the remaining Cossack and British camel corps. figures. It does seem a shame to not use them.