Tuesday, July 16, 2019

Two Movies of the Eastern Front: Demoted (aka Degraded aka Degraded Officer) and Lieutenant (aka Lieutenant Suvorov)

I have been woefully neglectful in documenting my movie watching of late - I assure you, June was a panapoly of WWII themed movies, mostly centered on D-Day. Some were quite good, a few were terrible.  Perhaps at some point, I'll revisit those I liked and make mention of them here. However,  I recently watched two Russian movies featuring lieutenants and since they are fresh on my mind, I'll just talk about them instead.


The first, Demoted (available via Amazon Prime video, at least in the US), is the story of a platoon leader, who refused an order to advance his men into certain death, and his escorts on their way to his court martial.

There is at least one truly WTF? moment - which you'll know when you see it, and it might be based on historical fact, I don't know - but mostly it's a drama about honor, duty vs. doing the right thing, and other high-minded topics. And while it's not the greatest movie ever made, it was entertaining and I really enjoyed the character of the old man and the bits of wisdom he dispensed. The ending was strange and artsy and I suspect it was making some kind of statement, but I'm terrible at reading into visual symbolism.

There isn't a lot of fighting of the Germans in this one, but what there is, a classic last stand, could make a fun small scale skirmish with about a squad per side.  One Hour Skirmish Wargames would work well.

I'd keep the German motivation pretty low in this one - while the motivation for the Soviets is a bit higher, say 2 for the Germans and 3 for the Soviets. The Soviets have fewer men and several of them are completely immobile, but rank the old man the highest leader on the table and give him another skill or two (watch the movie, make your choice) and do something similar for the demoted lieutenant. If the German leader is killed, any remaining Germans will retreat, but the Soviets will stand to the last.



The other film, Lieutenant or Lieutenant Suvorov  (available on Prime video in the US as well as on Youtube) is about a lieutenant and a few stray soldiers who survive a German attack and find themselves defending the lieutenant's home town. If you can excuse the requisite romance subplot which suffers from the usual thinness, the movie is enjoyable, and includes a rarely seen character: a former member of the Russian White army. From a wargame  perspective, there are two small skirmishes that could make suitable gaming material.
 
In one, a small motorcycle recon group approaches the center of town and is spotted by a lone Soviet sentry. Start the game with the Germans in the center of the town and the sentry just noticing they are there. Once shooting starts, have the lieutenant and remaining Soviet soldiers arrive on turns determined by die roll or move them from the edge of the table towards the town center. It should take each group more than one activation to reach the fighting.
 
The second is a simple delaying action. 
 
A small German convoy of a few mixed vehicles approaches a recently evacuated village along a narrow road through marshy area and are ambushed by a handful of Soviets, armed with an ATG  with limited rounds and a limited number of grenades per soldier as well. 
 
The Soviets need to delay the Germans from reaching the village.The Germans need to eliminate the Soviets or get at least one vehicle off the opposite end of the map.
 
I'd probably use a turn limit victory condition, say 8-10 turns (That can be a lot for something like OHSW or very little, depending on the Jokers) for the Soviets to win. Vehicles can't pass each other but it should be possible for the Germans to push vehicles off the road into the marsh (perhaps using a tank). If a vehicle tries to go around another, there should be some mechanism for them becoming bogged down and immobilized, although any mounted guns would continue to function.

Monday, July 15, 2019

The Quests of Brin The Barbarian

Every once in awhile, I come across a set of rules that I cannot wait to get on the table - so it was this morning when I read The Quests of Brin The Barbarian by Maudlin Jack Tar, based on the works of Eric and William Knowles.

This is a short and splendid set of rules for very low figure count games with tremendous old school fantasy flavor. It evokes for me a very 1970s proto role-playing game feeling and looks capable of reproducing the exploits of Conan, Thongor, and other loin clothed adventurers, as well as those of the armored knights in dungeons variety.

I have quite a few fantasy figures - mostly unpainted, of course - in 15mm and 28mm, metal, plastic, and paper (I love paper fantasy flats). They don't get much love, lately except when my son breaks them out. This set of rules will change that. In 54mm, I have knights and Saracens, and some of the monsters in 28mm work just fine as opponents in this scale, too.

Unable to resist the allure any further, and wanting to keep the encounter above ground, I threw down the only grid surface I had handy that wasn't a dungeon tile  (a two-inch grid, but treated as 1 inch for the rules), grabbed a Britain's knight and some Deetail Saracens (playing the role of thieving brigands in the country-side) and set to it.

The tools of adventure!
And I apologize profusely for misspelling Maudlin Jack's name!
The battle was tense - as our hero was incapable of rolling higher than a 1 for initiative. Fortunately, he was a bit handier with his weapon than his attackers were with theirs. In the end, he was victorious, although badly wounded (reduced to but 4 SP, after starting with 15) - hopefully he'd reach the nearest inn before he was set upon by some other foe, be they beast, man, or monster.

Maudlin Jack just added sorcery rules (that update is how they came across my radar) but I have not had a chance to try them. This evening, however, I will break out the 28mm figures (I don't have suitable 54mm wizardy figure) and have a go with them.

Sunday, July 14, 2019

Down by the River (On a Grid, Not in a Van)

Friday night presented me with some time to play a game and so I decided to try my hand at "The River" from Dick Bryant's 2x2 Crossfire Scenarios. In this scenario, we see the Army Black trying to cross a river into Army Red territory, where they need to capture the building and occupy the woods on the right side of the map, with the majority of their force.

The rules used are my own Company Fire (link on the right hand side).

Army Red starts hidden - I used counters, a mix of blanks and real units. Army Black moves onto the bottom row of the table to start the game.


Immediately Army Black's right platoon came under fire .


And yet again!



As luck had had it, Army Red had occupied Black's objective. Perhaps there were spies in Army Black's HQ?

An untold amount of lead was spent as squads on both sides engaged in heavy fire fights and were pinned down. Having pinned the Red squad in the bunker, Army Black gambled and sent 2nd platoon to cross the bridge, hoping they wouldn't end up stuck there.

To their great benefit, their PL coordinated effective group fire on the Red MG positioned in the house on the right and temporarily took the fight out of it.


A Black smoke barrage arrived to protect them from the Red squad in the woods.


And then a second barrage left them with only the pinned Red squad in the bunker to worry about.


Firing as they advanced under cover of yet more smoke, they took out the Red MG for good along with  the rifle squad and PL in the house.


A Red squad which had been firing on Black's right quickly moved to reoccupy the house and almost as quickly the advancing Black squad close assaulted them.


The Red soldiers did not go down however .


It took a second effort to remove them and the Black squad captured the house.

Meanwhile, Black's advance of first platoon across the bridge met stiff resistance from the Red mortar, the squad in the bunker, and the artillery raining down, called in by the Red FO, who was also safely ensconced in the bunker.

Their losses, though not numerous, were enough that Army Black would not be able to meet their victory objectives entirely. 

******
I called the game once it passed 30 on the "play clock" (using a system I found somewhere online - roll 1d6 after each defender initiative. When the total is 21 - or 30 in this case - the game is over.). It was also getting late. 

Because Army Black had captured the house, but would not be able to get the majority of their force into the objectives (less than a majority of their units remained on the table), I called it a draw. The soldiers of Army Red put up a spirited, if costly (2 squads and a PL) defense.

There were a few issues I had with my own rules - the group fire of 3 squads in a space with a PL was ridiculous (SEVEN DICE when attacking a space that provides cover). A simple option is to limit group fire to no more than two units. However, I'm also not sure on allowing 3 rifle squads to occupy a space. I might limit it to two units + a single mounted figure. Or perhaps limit it to 1 rifle squad or similar (SMG, engineer), 1 other unit (mortar, MG, vehicle, etc), and 1 single mounted figure, and change group fire to be units in adjacent spaces and require a PL or CC to be within 1 or maybe 2 spaces of each of the units involved. 

This was a fun scenario despite the incredulous reaction I had to the group fire. It seems to me to be a tough one for the attacker to win (at least with my rules) as the bunker provides an added cover bonus. This virtually assures that either artillery or close assault will be required to take out anyone inside (or some ridiculous group fire I guess would work too) while those inside have an unobstructed view of the attacker's left and the bridge, as well as being able to cover defenders in the house across the road.  Pinning the defender and judicious use of smoke (or a lot of luck) are necessary to get troops across the bridge and into a position where they can close on either the house or the bunker. 

For reference sake,  here's my converted grid map. I chose 6x6 rather than 8x8 because I like the more compact size. In the event, I went with 7 wide by 6 deep, in order to put the road in a space of it's own rather than on the borders, as that made things difficult to judge with respect to the bridge.


Tuesday, July 9, 2019

The Red Army Recruitment Drive

Next up on the painting table, some recent Marx Soviet recasts, i.e. these aren't collectibles.


Comrade Commissar persuades the new recruits to follow their orders.
I feel a growing desire to paint- the question is how to balance that with playing games, given time is always in short supply.

Sunday, July 7, 2019

Knock-Off Airfix Germans

They still need their shiny gloss (as do nearly all of my WWII figures) but I completed three German kneeling rifle-men and an SMG wielding NCO.

One of the rifles is an actual Airfix, the rest are Chinese knock-offs available from Classic Toy Soldiers. There is a good bit of flash and heavy mold-lines on these figures and I did a pretty lazy job cleaning them up. The next batch will get better treatment.

The Tea Green base is completely unrealistic but to my eyes it works with the simple toy painting style.
Also pictured is a PAK-40 and some ruins from Ultimate Soldier that I picked up on Ebay recently for a good price.

The gun and included figures (not pictured) are supposed to be 1/32 but like all of the Ultimate Soldier / 21st Century stuff, it all seems undersized. Compared to my Italeri PAK-40 this is possibly more of a PAK-38 (or maybe it's supposed to be?). The figures seem to be more 1/35 than 1/32 - most of them look undersized and delicate in comparison to the Airfix. I don't have a problem with that, as long as the different brands aren't on the same stand or placed too close together.

Friday, July 5, 2019

Company Fire Download Link Updated

I'm not sure on the manufacturer of the Forward Observer. The other two are from Supreme - Italeri knock-offs. 
There's not much to see here other than what the subject line says.

I have updated the Company Fire rules and the QRS - the link is over on the top of the right-hand column when viewing the "desktop version", i.e. mobile users, e.g. iphone et al,  won't see it unless they change the view.

Thank you to ECW 40mm Project for the suggestion about allowing half of the non-active side to act rather than all of them. It took care of the problem of a long run of cards for one side without giving a decided advantage to the side without the initiative.

If you give the rules a read through or try them out, please let me know if you have any questions.

Thursday, July 4, 2019

Company Fire: Hill Attack!

With today being Independence Day here in the US, I have the day off and was able to stay up a little later than usual for a weeknight last night,which gave me the opportunity to try some modifications to my rules. Here is a report of what transpired:

Early 1945, Army Black is falling back as a drain of resources on both the Eastern and Western fronts has taken their toll. Somewhere in a forest, a Black platoon was ordered to hold a hill against an advancing Red tide.

Red platoons in columns. Green rectangles are Black Army blinds.
It wasn't long before the forces came into contact - the Black HMG  (with Platoon Leader) unleashed a torrent of fire on the advancing Red squads, pinning one in place. Under the cool-headed leadership of their own leader, the Reds returned fire and suppressed the HMG.

In Company Fire, an HMG can op fire until it rolls two 1s. Then it's done until the next card is drawn.
Moments later, the Black HMG was silenced, along with the PL [in my rules, a single figure is automatically killed if all other units in the space with them are destroyed]. The Black sniper from a position on the hill returned the favor and killed the Red PL on the Red left flank.

Meanwhile, on their right, the Reds advanced into position to assault the hill, but came under fire and  holed up in the woods for an extended firefight. Forward observers for both sides played an important role on both flanks - but response for called fire missions was slow, hindering rapid action by either side.


At the first sign of advantage, the Reds charged the Black squad holding up their right-flank advance. Combat was fierce and decisive.

The dice rolls were pathetic for both sides. But the Reds got +1 for having two units involved, and the Germans, .er, Army Black, got -1 for the pinned unit, making it 3 to 0. Three hits removes a unit.

The victorious Red squads advanced only to under direct fire from the Black mortar located behind the crest of the hill. 50mm mortars rained down with devastating accuracy.

There is no reaction fire if the attacker in close assault wins and moves into the vacated space. But the non-phasing side can now fire with half of its eligible units at the end of the phase. So, the Black mortar was able to come into play. This worked quite well for my tastes.
On the Red left, two Black rifle squads and the Black forward observer had more or less halted any advance there and so the Red squads slowly began disengaging, using the cover of the woods to move to their right and join the assault on the hill from the center.

An overview of the Red advance and Black defensive positions.
A Black rifle squad joined their mortar and engaged the Reds to their left, but were out shot by the two Red squads providing a base of fire for their platoon. A rare quickly delivered smoke mission called in by the Red forward observer gave the Reds an opportunity to rapidly advance the assault squad into position, led by their PL.

The Red squads rolled a 4, and got +1 for their PL. The Black squad and mortar got a 1, +1 for more than one unit, -1 for a pinned unit, and -2 for a suppressed unit, resulting in 5 to -1 or 6  hits to each stand.

The Black rifle squad and mortar crumbled, leaving a single Black squad to slink back to their lines.

Final positions for Army Red. Only loss was one PL, compared to one PL, one HMG, two rifle squads, and one mortar.
A clear and crushing Red victory.

*****
The rules used were my own Company Fire, but not the version that's available for download. I'll be updating them shortly for those who are curious and I'll post when I do.   

EDIT: I have uploaded the version used for this game. The links are on the right hand side.

 I was quite happy with how the most recent changes played out but the changes need to be incorporated into the "official" rules.

The scenario used was one of the 2x2 Crossfire Scenarios. The forces were as described there, minus minefields and engineers.

Total play time - including pictures and note taking - was a little over an hour, which is about right for a small scenario like this (2 platoons vs 1 platoon).