Whew! That game was a lot of fun. I wanted to post a few notes about the mechanics of pushing Donnybrook to such extremes. As I've said many times, the core rules of Donnybrook are something I've been using for years before we published them, often making up new rules as the game went along to cover situations I hadn't planned on.
In this case, I needed to be able to cover rules for magic, monsters, and freaking machineguns!
Let's start with the last bit first...
Rifle - Range 24", -1 armor save
SMG - Range 12", d3 hits (targets must be within 2" of primary target, no target may be hit more than once)
Pistol - Range 6", Close Combat (as per Donnybrook)
Light Machinegun - Range 36", Move or Fire (unless mounted on vehicle), -1 armor save, d3 hits (targets must be within 2" of primary target, no target may be hit more than once)
Autocannon - Range 48", no armor save, d6 hits (targets must be within 2" of primary target, no target may be hit more than once)
Panzerfaust - Range 12", Move or Fire, no armor save, d3 hits (targets must be within 2" of primary target, no target may be hit more than once), one shot
These are simply designed to be relative for game purposes and not meant to realistically mimic real world weapons. In Donnybrook, Muskets get a range of 24", so modern rifles would obviously be better, but 24" works well on the tabletop so everything else was worked to that. In a game that might include modern weapons and muskets (Darkest Africa) I would simply reduce the range of muskets to 16" to maintain the relative table top abilities of the weapon. If I were to go all out and make a Donnybrook WW2 system, I would a little more effort in representing the variety of modern weapons, but the above chart worked well my my game.
So, vehicles. Each vehicle has a card in the action deck just like other units. Wheeled vehicles may move up to 18" if entirely on a road, but only 6" off road, and woods and other rough terrain are impassable. Halftracks move 12" in all cases, but again rough terrain is impassable. Tracked vehicles move 6" in all cases, but may also power through rough terrain, including woods. Again, nothing specifically scientific. The rules work well with the fact that the other side has trolls and orcs.
Attacking vehicles was handled simply. Each was assigned an armor value (civilian/light 9, armored transports 11, tanks 13). Weapons are assigned a Strength value and a successful hit means rolling 1d6 plus the weapon strength. If the total is higher, then the armor is breached and you roll on a damage chart (I just used a Warhammer 40k chart). If the total equals the armor, the vehicle is marked with a pin marker simply meaning when the vehicle card comes up, the crew must make a morale teat before they can act on the card. The pin marker is automatically removed regardless of the test.
In the case of my game, only the Magician's Fireball (STR8) had a chance of damaging the vehicles at range. I gave the brutes (Ogres and Trolls) a chance to damage vehicles in close combat as well...
Ogres and trolls! These monsters were rated as d12 combatants. Both had the special rule Brute, which means their d12 is only used for combat and actions relying on strength or savagery. A non-combat action of another sort (say climbing a wall) would be tested using a d6. In addition, trolls can regenerate wounds so are allowed to roll on the character wound chart unless the wound is caused by fire (or Panzerfaust). For this game, I also allowed the Brutes to have a chance to damage vehicles. If they hit, a second d12 roll was made and applied in a manner similar to the process listed above (only the d12 roll, not +1d6).
Sample other monsters...
Orcs d8, -1 die type in sunlight, +1 armor saves
Mummies d10, Cause Fear (enemies must make morale test to fight in close combat), Relentless (move 4" but immune to non-heavy weapons)
Giant Scorpion d10, Scuttling (ignore linear and rough terrain for movement purposes - NOT water), Fast (move 8", may make two attacks in close combat), Poison (enemy make wound tests at -1 die type)
Spells were based on oldschool games...
Cleric d6 - no spell, but may TURN UNDEAD
Cleric d8 - 1 spell
Cleric d10 - 1 spell
Cleric d12 - 1 spell
Magician d6 - 1 spell, cannot wear armor
Magician d8 - 1 spell, never rolls more than d6 in close combat
Magician d10 - 1 spell
Magician d12 - 1 spell
All levels are cumulative, so Cleric d10 has turn undead and two spells or Magician d12 has 4 spells, can't wear armor and never rolls more than d6 in close combat. The spells were simply chosen from Chainmail (an ancient wargame and the precursor to D&D) and 'Donnybrooked'. To successfully launch a spell, the caster needed to roll a 6+ on his ability die (roll of a natural one means the attempted spell is gone from the caster's mind and may not be attempted for the rest of the game). Range was dependent on ability as well with 6" per level...
Curse - target suffer 1 die type penalty. Curse ends on End of Turn card
Fireball - d6 hits (targets must be within 2" of primary target, no target may be hit more than once), STR 8 vs vehicles
Sleep - d6 hits (targets must be within 2" of primary target, no target may be hit more than once)
Summon Swarm - character or unit must pass morale test when their card comes up. Failure roll a d6, 1-3 do nothing, 4-6 full move in a random direction. Remains in play until morale test is passed.
Right! That's just a sample. I'm working on a fantasy version that includes Fighters and Thieves for oldschool dungeon bashing and many more monsters. This might see the light of day at some point (Donnybrook Dungeons), at least as a PDF if nothing else. I really just wanted to show how you can really push the envelope on Donnybrook to make it fit any sort of game you can come up with.
Showing posts with label WW2. Show all posts
Showing posts with label WW2. Show all posts
November 7, 2016
November 2, 2016
Sturmgeshutz and Sorcery - Part IV
At long last, decades in the making...
Whew! The Germans still had powerful weapons with the machineguns mounted on the halftracks and probably could have wreaked more havoc yet, but the magician was still stalking around south of the river and he had the potential to damage the vehicles (though he was hiding, now being the ONLY target left for the halftracks south of the river). There was more that happened, but either I didn't have photos or it ended up not being relevant to the story.
In any case, it has been a near lifelong dream to play this out on the table and I had a blast! I'm looking forward to a second round with some of my friends.
Whew! The Germans still had powerful weapons with the machineguns mounted on the halftracks and probably could have wreaked more havoc yet, but the magician was still stalking around south of the river and he had the potential to damage the vehicles (though he was hiding, now being the ONLY target left for the halftracks south of the river). There was more that happened, but either I didn't have photos or it ended up not being relevant to the story.
- There were two trolls south of the river, and the SS managed to blow one to kingdom come with a panzerfaust, but I failed to capture the moment.
- The squad on the bridge riddled the archer with bullets reducing him from his starting d10 skill to d4, making him virtually useless.
- The Evil High Priest successfully cast Summon Insects late in the game (after failing the casting rolls earlier) and followed up with Curse which made it difficult for the AC crew to shake the effects for several rounds.
- There were two mummies that got shot to pieces by machineguns.
- The Germans had a medic with them on the bridge that allowed rank and file soldiers to use the Wound Save chart, but all three victims of arrows failed and were killed anyway!
In any case, it has been a near lifelong dream to play this out on the table and I had a blast! I'm looking forward to a second round with some of my friends.
October 30, 2016
Sturmgeshutz and Sorcery
Coming next week...
Finally had a chance to play this game and I used Donnybrook with mods for fantasy AND submachineguns! No idea what this is? Check out these posts... or just stay tuned for the mayhem!
Finally had a chance to play this game and I used Donnybrook with mods for fantasy AND submachineguns! No idea what this is? Check out these posts... or just stay tuned for the mayhem!
April 20, 2016
Top Secret in Bolt Action
Had another game, this time as the GM for a pair of friends who've never played Bolt Action. They were given briefings in advance, but were unfamiliar with many of the mechanics and probably made a few mistakes they would have otherwise avoided.
Here's the German briefing...
The US briefing was similar, though obviously with a different view of the battle and without knowledge of the German objective. The US goal was simple to push the Huns from Lason.
Somehow I forgot to take any photos, but I tried to recreate the action on the maps below.
After a quick tutorial on the basics, the players took it in turns to set up their units and both elected to hold a few in reserve which I informed them would allow entry from one flank as well as their own base line.
The US player felt he had divided his forces trying to avoid coming under fire from the Panther and ended up fighting with only one squad against three. His support units caused little damage and of course the airstrike proved disastrous. One of the days, the blasted thing is going to hit the Germans! On the other side, the German player was amazed by how tough the US veterans were as it took all three squads and fire from the armored car to shift the first one.
They had a blast and have already asked when we can play again. I promised the Germans a few veteran Herr Grenadier squads next time and maybe some more armor for the Americans. I have it mind to run a modified version of the 'Operation Warboard' scenario which features an outnumbered German detachment hunkered down in a village facing three Shermans and supporting infantry. However, a river splits the board and the only way across is a single bridge. I'm off to see what I need to paint to accomplish this!
Here's the German briefing...
The US briefing was similar, though obviously with a different view of the battle and without knowledge of the German objective. The US goal was simple to push the Huns from Lason.
Somehow I forgot to take any photos, but I tried to recreate the action on the maps below.
After a quick tutorial on the basics, the players took it in turns to set up their units and both elected to hold a few in reserve which I informed them would allow entry from one flank as well as their own base line.
The battle opened with the German infantry swarming up the center while the Americans advanced more cautiously. Long range sniping from tanks and mortars caused little damage with Sherman placing a pin marker on one of the Volks Grenadier squads, but causing only a single casualty.
On turn two, the Sherman fell from friendly fire with a deadly assault by a ground attack aircraft (second time in two games my USAF Forward Observer called down fire on his own side... I am beginning to wonder if he is a spy). All of the reserves managed to come on and center of the table was suddenly very busy! The lead Paratrooper squad took cover behind some crates stacked near a fence and wondered why the entire German army was bearing down on them...
The US commander suddenly realized the German objective as an enemy officer dashed to the crates at the center of the field. In a very Warhammer moment, he charged (yes, charged) and cut them down. He in turn was charged by the remaining Volks Grenadiers on the next order die from the bag. The Volks Grenadiers were then subjected to a withering hail of fire from the second Paratrooper squad, a lucky '6' from the mortar team (their only hit of the game), and SMG fire from the Forward Observer who had advanced out of the ruined inn to lend a more direct hand. They were forced to test morale and failed because of three pin markers and no officer in range. The sniper team killed the Forward Observer. The second Paratrooper squad was bogged down with six pin markers (they had several from last turn) as they took hits from all directions.
We ran out of time and called the game there, but talked through the last turn. The US player conceded the Germans would have easily secured their objective. He still had hopes of landing a hit on the Panther with his last remaining Bazooka team, but felt he had been pretty well thrashed.
The US player felt he had divided his forces trying to avoid coming under fire from the Panther and ended up fighting with only one squad against three. His support units caused little damage and of course the airstrike proved disastrous. One of the days, the blasted thing is going to hit the Germans! On the other side, the German player was amazed by how tough the US veterans were as it took all three squads and fire from the armored car to shift the first one.
They had a blast and have already asked when we can play again. I promised the Germans a few veteran Herr Grenadier squads next time and maybe some more armor for the Americans. I have it mind to run a modified version of the 'Operation Warboard' scenario which features an outnumbered German detachment hunkered down in a village facing three Shermans and supporting infantry. However, a river splits the board and the only way across is a single bridge. I'm off to see what I need to paint to accomplish this!
Labels:
Battle Report,
Bolt Action,
WW2
April 13, 2016
Maximum Attrition in Bolt Action!
I have wandered off in another direction... again. I took some time last weekend to paint the last model I needed to finish my initial goal for my Bolt Action starter German army - a Panther tank! Feeling I finally had enough models to play a game, I set up a very random scenario using the Maximum Attrition mission rules (Kill 'em all) from the Bolt Action rulebook. I'd never played Bolt Action before and as this was a solo game, I decided to simply throw all of my models on the table. I think the Germans had an edge, but I made them all Regulars while my US Airborne were Veterans (alas, it helped that not a bit). The game was mainly to get familiar with the rules. Excuse the poor photos - they were taken with my phone...
The board was laid as you see above, a typical sleepy village. I diced randomly to see if the game would play across the long or narrow sides of the table, and end up with my starting edges being the short sides. While this restricts movement a bit, it does allow for the use of reserves which is often lacking on small tables. I diced randomly to see which army set up on which side (the Germans ended up on the near side) and even to see where units were deployed...
1. Forward - the unit may be place anywhere up to 24" from the starting edge...
2-3. Road A (C for the Germans)
4-5. Road B (D for the Germans)
6. In Reserve...
This forces me to manage a bit of chaos in the battle rather than carefully plot ever move which is important in a solo game. I ended up with a couple of surprises, mainly with the Panther deployed forward (which snuggled in behind the inn at the center of the table) and all of my US support weapons (two bazooka teams and a light mortar) and one German Grenadier Squad held in reserve. What follows isn't much of a battle report, but more a collection of photos and a few notes on key moments in the game...
The US started very aggressively, running forward on both flanks and zipping the M8 Greyhound up the road at top speed, seeking to force the Germans onto the defensive.
Things went well for the US initially. The Greyhound lured the Panther into the open and the Sherman managed to put a pin marker on it, but no damage was caused. The Panther scored a hit in return, but only managed to stun the crew of the Sherman. On the next turn, the crew managed to rally with the help of the detachment's Second Lieutenant and scurry away from what would have been an easy kill had the Panther managed to get the first order die.
Things started going downhill for the Americans on turn four when the USAF Forward Observer's airstrike called in a rookie pilot and the lad managed expertly avoid the panicked flak to strafe a Paratrooper Squad rather than the German Grenadiers it had been asked to kill...
The Panther also torched the Greyhound, scattered a unit of Paratroopers on the flank (who were then seriously mauled by the SDKFZ 222) and began an uneven dual with the Sherman which was caught in the open and destroyed on turn five.
The Germans advanced in good order, putting enough fire into the US support teams to keep their heads down and ensure they had no chance for revenge against the rampaging Panther...
I called it at the end of turn six with the Germans with 3VPs and the Americans 0VPs. The US lost the Sherman, the Greyhound, and a bazooka team (all to the damned Panther). Both infantry squads were pretty beaten up (and one was struggling with six pinning markers and the loss of it's NCO while two German Grenadier Squads advanced toward it). In fact the only US units left in good order were the Light Mortar team, the Command HQ, and the Forward Observer team (pending their court martial). The Germans suffered one squad reduced to half when it was caught in the open by a mortar and light machine gun in the same turn, but they managed to pass their morale test and legged it to cover on their next die.
That was fun! The dice in the bag mechanic is very similar to what I love about Victory Without Quarter and Donnybrook. The combat mechanics are fast, easy to remember, and well presented so that I never felt confused during the game. I can't wait to have another go and I'm already planning what models I want to add to my collection (the Americans need more tanks - I have two more Sherman kits and I'm off now to build them). Next time I will set up a proper point match and see if the Americans fare any better. I may even recruit someone else to lead the armies (I have a couple of friends who want to try this game and I may be able to trick them into building their own armies).
The board was laid as you see above, a typical sleepy village. I diced randomly to see if the game would play across the long or narrow sides of the table, and end up with my starting edges being the short sides. While this restricts movement a bit, it does allow for the use of reserves which is often lacking on small tables. I diced randomly to see which army set up on which side (the Germans ended up on the near side) and even to see where units were deployed...
1. Forward - the unit may be place anywhere up to 24" from the starting edge...
2-3. Road A (C for the Germans)
4-5. Road B (D for the Germans)
6. In Reserve...
This forces me to manage a bit of chaos in the battle rather than carefully plot ever move which is important in a solo game. I ended up with a couple of surprises, mainly with the Panther deployed forward (which snuggled in behind the inn at the center of the table) and all of my US support weapons (two bazooka teams and a light mortar) and one German Grenadier Squad held in reserve. What follows isn't much of a battle report, but more a collection of photos and a few notes on key moments in the game...
The US started very aggressively, running forward on both flanks and zipping the M8 Greyhound up the road at top speed, seeking to force the Germans onto the defensive.
Things went well for the US initially. The Greyhound lured the Panther into the open and the Sherman managed to put a pin marker on it, but no damage was caused. The Panther scored a hit in return, but only managed to stun the crew of the Sherman. On the next turn, the crew managed to rally with the help of the detachment's Second Lieutenant and scurry away from what would have been an easy kill had the Panther managed to get the first order die.
Things started going downhill for the Americans on turn four when the USAF Forward Observer's airstrike called in a rookie pilot and the lad managed expertly avoid the panicked flak to strafe a Paratrooper Squad rather than the German Grenadiers it had been asked to kill...
The Panther also torched the Greyhound, scattered a unit of Paratroopers on the flank (who were then seriously mauled by the SDKFZ 222) and began an uneven dual with the Sherman which was caught in the open and destroyed on turn five.
The Germans advanced in good order, putting enough fire into the US support teams to keep their heads down and ensure they had no chance for revenge against the rampaging Panther...
I called it at the end of turn six with the Germans with 3VPs and the Americans 0VPs. The US lost the Sherman, the Greyhound, and a bazooka team (all to the damned Panther). Both infantry squads were pretty beaten up (and one was struggling with six pinning markers and the loss of it's NCO while two German Grenadier Squads advanced toward it). In fact the only US units left in good order were the Light Mortar team, the Command HQ, and the Forward Observer team (pending their court martial). The Germans suffered one squad reduced to half when it was caught in the open by a mortar and light machine gun in the same turn, but they managed to pass their morale test and legged it to cover on their next die.
That was fun! The dice in the bag mechanic is very similar to what I love about Victory Without Quarter and Donnybrook. The combat mechanics are fast, easy to remember, and well presented so that I never felt confused during the game. I can't wait to have another go and I'm already planning what models I want to add to my collection (the Americans need more tanks - I have two more Sherman kits and I'm off now to build them). Next time I will set up a proper point match and see if the Americans fare any better. I may even recruit someone else to lead the armies (I have a couple of friends who want to try this game and I may be able to trick them into building their own armies).
February 6, 2015
US Airborne
Here's a pic of the whole army (minus the Sherman Tank)...
I still need to add some weathering to the armoured car, but I will do that stage the same time as the tank. Then all I need to do is paint a Panther for my Germans and I can actually get in a game of Bolt Action!
I still need to add some weathering to the armoured car, but I will do that stage the same time as the tank. Then all I need to do is paint a Panther for my Germans and I can actually get in a game of Bolt Action!
Labels:
WW2
January 30, 2015
Follow Me!
Yeah, that's Rangers, but it seemed appropriate for the leaders.
In Bolt Action, an HQ selection may be accompanied by up to two additional models. I like the the additional protection for these important men, however, units of less than three models are -1 to be hit by shooting so it seems tactically better to stick with two.
Second Lieutenant
Medic
Forward Observer
Labels:
WW2
January 23, 2015
Support Units for US Airborne
Ok, here is some heavy support for the infantry, two bazooka teams and a light mortar. Again, all Artizan Designs models...
Up next week will be the HQ units to lead the force!
Up next week will be the HQ units to lead the force!
Labels:
WW2
January 16, 2015
January 9, 2015
Bolt Action US Airborne
So as I mentioned last week, one of my goals for this year is to build a US force for Bolt Action. I have a pile of US Airborne models so I dumped 'em all out on the desk to see what I could put together. What I came up with...
HQs
Lieutenant + Guard
Forward Air Observer + Guard
Medic + Guard
Troops
Veteran Infantry Squad (12 models)
SMG for NCO, Lt MG Team
Veteran Infantry Squad (12 models)
SMG for NCO, Lt MG Team
Support Teams
Bazooka Team
Bazooka Team
Lt Mortar Team
Vehicles
Greyhound Armored Car
Sherman Tank
Transports
Jeep
2 1/2 Ton Truck (x2)
Not sure how the points shake out because of the options available, but I'm not really worried about it - it looks similar to the starter armies from the Warlord website so I should be good. Infantry units can be 5-12 models, but I have opted for the full squads because I can always field less or combine them into different ways to get three or four smaller units if I decide that works out better tactically. I'll adjust things to make it work. I actually have THREE Sherman Tank kits (Christmas present) which means I can also look at building a Tank War list.
Anyway, so far I have managed to finish the first Infantry Squad!
More up next week...
Labels:
WW2
May 20, 2011
Sturmgeshutz and Sorcery - Part III
THE SERVANTS OF THE GATHERER
12th Level Evil High Priest with +2 Armor & Shield, Poison Mace
1 Hero, +1 A & Sh, + 3 Sword
1 Hero, +1 A & Sh, +1 Bow
1 Magician
2 Mummies
3 Ogres
3 Ghouls
4 Trolls
20 Orcs
1 Insectoid Pet of the EHP (equal to Giant Scorpion)
SITUATION
Your able lieutenants Grustiven the Warlock and the Lama Goocz have failed to return from an exploration of an area of unusual nature — just west of your castle a thick fog sprang up and has been obscuring vision since then. Dispel Magic failed to affect the area, and your henchmen were ordered to investigate, for it is possible that some Lawful enemy is at work, using the mist to screen gathering troops. Unfortunately, your strongest fighters and 200 orcs are elsewhere warring with a Neutral Lord who insulted you, so you will have to make do with the forces on hand. An orc detailed to patrol the edge of the fog area has just reported that unusual sounds have been issuing from the area — he described them as: “low growls, the clanking of chains, and a deep humming,” but who can trust a stupid orc?
OBJECTIVE
Considering the state your forces are currently in, it is up to you what the best course to follow is. You can attempt to ambush the enemy before they reach your stronghold, or you can hole up in your castle and prepare to withstand a siege, but if the attackers are strong and not molested until they reach the castle walls, your forces might not be able to prevent an escalade, and you cannot lose your castle!
QUINDIA STUDIOS
Crummy photo, but I didn't have time to set up proper lights. Some of the monsters are missing from this shot, but all of the models are finished, including the extra German crew for the vehicles. I'm going to run this solo once or twice using a simple set of rules I modified from the old 1970's D&D rules. I want to make the balance of forces is somewhere near even before springing it on my regular group. At some point in the future I will post an AAR of the game with maps and much better photography...
12th Level Evil High Priest with +2 Armor & Shield, Poison Mace
1 Hero, +1 A & Sh, + 3 Sword
1 Hero, +1 A & Sh, +1 Bow
1 Magician
2 Mummies
3 Ogres
3 Ghouls
4 Trolls
20 Orcs
1 Insectoid Pet of the EHP (equal to Giant Scorpion)
SITUATION
Your able lieutenants Grustiven the Warlock and the Lama Goocz have failed to return from an exploration of an area of unusual nature — just west of your castle a thick fog sprang up and has been obscuring vision since then. Dispel Magic failed to affect the area, and your henchmen were ordered to investigate, for it is possible that some Lawful enemy is at work, using the mist to screen gathering troops. Unfortunately, your strongest fighters and 200 orcs are elsewhere warring with a Neutral Lord who insulted you, so you will have to make do with the forces on hand. An orc detailed to patrol the edge of the fog area has just reported that unusual sounds have been issuing from the area — he described them as: “low growls, the clanking of chains, and a deep humming,” but who can trust a stupid orc?
OBJECTIVE
Considering the state your forces are currently in, it is up to you what the best course to follow is. You can attempt to ambush the enemy before they reach your stronghold, or you can hole up in your castle and prepare to withstand a siege, but if the attackers are strong and not molested until they reach the castle walls, your forces might not be able to prevent an escalade, and you cannot lose your castle!
QUINDIA STUDIOS
Crummy photo, but I didn't have time to set up proper lights. Some of the monsters are missing from this shot, but all of the models are finished, including the extra German crew for the vehicles. I'm going to run this solo once or twice using a simple set of rules I modified from the old 1970's D&D rules. I want to make the balance of forces is somewhere near even before springing it on my regular group. At some point in the future I will post an AAR of the game with maps and much better photography...
April 11, 2011
Sturmgeshutz and Sorcery - Part II
GERMAN SS PATROL
AC w/20 mm cannon
Hftk w/ Lt. MG
Hftk w/ Lt. MG
VW Kubelwagen
1 Hauptmann (SS equivalent), MP
3 Feldwebels (SS equivalent), SMG
3 drivers, MP
1 driver, SMG
3 crew, MP
20 men, Rifles and Hand Grenades
3 Pzfsts.
160 mm. mtr. w/ 20 rounds HE
1 Flamethrower
SITUATION
There has been unusual resistance activity in this area, and in the last few days a squad of Security troops were wiped out in a battle with them. Only one old man, bearded, and with no weapons, was found at the scene of the battle. From his dress and general appearance it would seem that he was a Russian clergyman probably there to incite the troops to greater bravery as the Communist commissars have failed in this respect.
OBJECTIVE
The hiding place of the guerrillas is probably in a remote and wild area which is accessible only by means of a very old and rough cart track. You must proceed to this area, surround their camp, and wipe them out to a man. The suspected camp site is undoubtedly well-camouflaged, for aerial recon has found only very occasional signs of movement there.
QUINDIA STUDIOS
The force listed above forms the basis for my Germans in this scenario. The photo is of some of the models in my collection, and though the infantry composition isn't quite right (though my final force may vary slightly from the army list presented above), the four vehicles in the scenario are represented. I have to paint a handful of black garbed vehicle crewmen, a trench coated officer, and the mortar crew, but my German force is almost finished...
AC w/20 mm cannon
Hftk w/ Lt. MG
Hftk w/ Lt. MG
VW Kubelwagen
1 Hauptmann (SS equivalent), MP
3 Feldwebels (SS equivalent), SMG
3 drivers, MP
1 driver, SMG
3 crew, MP
20 men, Rifles and Hand Grenades
3 Pzfsts.
160 mm. mtr. w/ 20 rounds HE
1 Flamethrower
SITUATION
There has been unusual resistance activity in this area, and in the last few days a squad of Security troops were wiped out in a battle with them. Only one old man, bearded, and with no weapons, was found at the scene of the battle. From his dress and general appearance it would seem that he was a Russian clergyman probably there to incite the troops to greater bravery as the Communist commissars have failed in this respect.
OBJECTIVE
The hiding place of the guerrillas is probably in a remote and wild area which is accessible only by means of a very old and rough cart track. You must proceed to this area, surround their camp, and wipe them out to a man. The suspected camp site is undoubtedly well-camouflaged, for aerial recon has found only very occasional signs of movement there.
QUINDIA STUDIOS
The force listed above forms the basis for my Germans in this scenario. The photo is of some of the models in my collection, and though the infantry composition isn't quite right (though my final force may vary slightly from the army list presented above), the four vehicles in the scenario are represented. I have to paint a handful of black garbed vehicle crewmen, a trench coated officer, and the mortar crew, but my German force is almost finished...
April 8, 2011
Sturmgeshutz and Sorcery - Part I
The SS patrol had moved westwards parallel to the woods (and misty area) at the south end of the area. There was one ‘track and a few men near the road to radio information to the advancing body in case “partisans” should appear from the trees. As the main group passed through the mist radio communications were suddenly lost. Then they were through the fog, the stream was crossed, and careful observations were made on the two astounding features which shouldn’t be there! The boulders weren’t shown on the headquarters map of the area, nor was an intact castle! HALTE! came the command from the Hauptmann. The armored car, ‘track, and VW formed a lager. Time to reassess plans — The glasses revealed yellowish faces of unusual ugliness peering at the patrol from the nearby patch of rocks, and in the other too! And what was that tall shape in the far distance striding into the mists. At this moment the orcs broke cover, hoping to continue their luck; after all they had not yet been fired upon. Six automatic weapons opened up and cut the lot to bits.
This was intolerable to the Evil High Priest, and he visited a swarm of insects upon the offending Germans. The insects nearly drove the soldiers mad, and in haste they tried their best to drive them away using smoke. That and the wind relieved the situation, but only momentarily. Before the patrol could move their vehicles a man in a pointed hat and long gown appeared amongst the boulders farthest from the Germans, pointed his finger, and a great explosion ripped the VW to shreds, also destroying several of the tires on the AC. Stunned, the troopers returned fire too late to do other than wound this new enemy. Men piled into the halftrack and made haste to go somewhere — anywhere. At this point an even closer approach to the castle seemed advisable. As the vehicle drew near the walls a rain of arrows seemed to pour upon the ‘track, but the men plying the bows upon the walls were meat on the table for MG 34’s, and both fell dead with a few bursts. The Germans made a complete circuit of the fortress, lobbing a few mortar shells into the place once they attained the dirt road to the east of it. More insects swarmed upon them from skies which had but moments before been clear. Time to move on again quickly, for the distraction had allowed their fellows with the AC to replace the damaged tires. They could be seen climbing back into the car and it was time to withdraw before taking worse losses.
As the halftrack roared down the road away from the castle the AC began to cross the intervening terrain to join them. Suddenly a bright flash of light (a phantasmal fireball) burst before the carrier, and the driver thought himself blinded. Luckily his co-driver slowed the vehicle sufficiently, so that it simply rolled off the road and came up against the clump of trees to the northeast of the bridge with a slight jar. The passengers were not dazed — they could see the great troll and three ghastly greenish ghouls rush forth upon them from the monsters’ brushy lurking place. Near panic, the SS men blazed away with their weapons. Bullets smacked into the ghouls, and one dropped, but the other two clambered into the halftrack. The troll was also nearly into the vehicle when a desperate soldier fired point blank with his panzerfaust; the projectile took the creature full in the chest, exploded, and sent burning chunks of troll in all directions. While this was happening still another monster attacked — a giant insect-like creature which somewhat resembled an impossibly large scorpion. It clambered up the front of the ‘track, and from this position began attacking the men in the rear of the vehicle.
All was chaos there. The SS troopers were fighting a melee with the two ghouls, and had not one of them been particularly alert the scorpion-like monster would have wiped them out. A burst of fire from a machine pistol — the driver had finally recovered his vision — finished the thing. Only four Germans remained in the rear of the vehicle when the driver backed out of the trees and sent the halftrack back towards the safety of the everyday world of the Eastern Front. The armored car was awaiting them, its weapon trained down the path to cover their companions from any further attack of the nature just undergone. Nobody would believe it, had not the halftrack carried the remains of a ghoul as well as the insectoid creature draped over its hood!
Above flew an invisible magic-user, and he quickly put an end to the escape attempt of the halftrack. A sleep spell caused the driver to lose control of the vehicle, and it crashed. The occupants of the armored car knew something was wrong, but they did not know what — nor where to look. The magician was in clear view overhead, but no soldier looked up, and his next sleep spell told for the AC as well. The remaining ‘track waited a short time and then hastened back to headquarters. What had happened? They could not say for certain, but what little they had observed was too fantastic for belief. The survivors of the foray were sent to rest camps, adjudged as suffering from battle fatigue.
One of the most treasured items in my collection is a copy of the Strategic Review #5 (December 1975), acquired along with a few others and old copies of The Dragon magazine when I first got into RPG's. The encounter above comes from an article in that magazine and was an account of a game put on by Gary Gygax designed to throw a curve to a regular table top wargaming group. One side was told to prepare for a WW2 skirmish game while the other thought they were playing a fantasy battle. The rules were an amalgamation of two of Gygax's rule sets - Dungeons & Dragons and Tractics. The article detailed the forces for both sides, maps, and mods to mix the games. When I was a kid, I thought this was fantastic and I have always wanted to recreate this game.
Back then, I had only a handful of miniatures and purchasing enough models to field the units presented was beyond me. The thought of painting 50-60 models also seemed a daunting task at the time. I simply filed it away as a neat idea, but probably not something I could ever really pull off. I revisited this idea at different times over the decades (holy crap do I sound old), but I could never find a satisfactory mix of miniatures. There have been games written now that embrace the concept as their central theme, but I still wanted to play the specific scenario presented in the magazine that I've held on to for all these years.
A few years ago, I even collected a small force of Artizan Germans and though I based the units on army lists for Disposable Heroes, I made sure the vehicles I included would allow me to use them for Sturmgeschutz and Sorcery. I still didn't have the fantasy models I wanted - enter Otherworld Miniatures. If you are unfamiliar with this company, they are dedicated to D&D minis based on the artwork from the Old School books. Not only was this exactly what I wanted to capture the nostalgic look of the game I wanted, they mix well with my Artizan models. I have been watching their catalog grow for the last few years and recently they finally have everything I need.
I don't expect this project to take up too much time. I already have most of the WW2 models I need painted except for a handful of vehicle crewmen. A good bit of the fantasy stuff has been painted for earlier projects as well. I just ordered the last handful of models I need. Over the next few posts, I will post pics of the forces I've collected that are based very closely on the article from 1975. I still have a few details to work out - for instance, I don't have a suitable castle model and am trying to decide if I should build one or simply substitute a fortified manor or similar smaller structure.
Any, hopefully you will indulge me this departure from more serious wargame activities while I try to recapture a small part of misspent youth!
This was intolerable to the Evil High Priest, and he visited a swarm of insects upon the offending Germans. The insects nearly drove the soldiers mad, and in haste they tried their best to drive them away using smoke. That and the wind relieved the situation, but only momentarily. Before the patrol could move their vehicles a man in a pointed hat and long gown appeared amongst the boulders farthest from the Germans, pointed his finger, and a great explosion ripped the VW to shreds, also destroying several of the tires on the AC. Stunned, the troopers returned fire too late to do other than wound this new enemy. Men piled into the halftrack and made haste to go somewhere — anywhere. At this point an even closer approach to the castle seemed advisable. As the vehicle drew near the walls a rain of arrows seemed to pour upon the ‘track, but the men plying the bows upon the walls were meat on the table for MG 34’s, and both fell dead with a few bursts. The Germans made a complete circuit of the fortress, lobbing a few mortar shells into the place once they attained the dirt road to the east of it. More insects swarmed upon them from skies which had but moments before been clear. Time to move on again quickly, for the distraction had allowed their fellows with the AC to replace the damaged tires. They could be seen climbing back into the car and it was time to withdraw before taking worse losses.
As the halftrack roared down the road away from the castle the AC began to cross the intervening terrain to join them. Suddenly a bright flash of light (a phantasmal fireball) burst before the carrier, and the driver thought himself blinded. Luckily his co-driver slowed the vehicle sufficiently, so that it simply rolled off the road and came up against the clump of trees to the northeast of the bridge with a slight jar. The passengers were not dazed — they could see the great troll and three ghastly greenish ghouls rush forth upon them from the monsters’ brushy lurking place. Near panic, the SS men blazed away with their weapons. Bullets smacked into the ghouls, and one dropped, but the other two clambered into the halftrack. The troll was also nearly into the vehicle when a desperate soldier fired point blank with his panzerfaust; the projectile took the creature full in the chest, exploded, and sent burning chunks of troll in all directions. While this was happening still another monster attacked — a giant insect-like creature which somewhat resembled an impossibly large scorpion. It clambered up the front of the ‘track, and from this position began attacking the men in the rear of the vehicle.
All was chaos there. The SS troopers were fighting a melee with the two ghouls, and had not one of them been particularly alert the scorpion-like monster would have wiped them out. A burst of fire from a machine pistol — the driver had finally recovered his vision — finished the thing. Only four Germans remained in the rear of the vehicle when the driver backed out of the trees and sent the halftrack back towards the safety of the everyday world of the Eastern Front. The armored car was awaiting them, its weapon trained down the path to cover their companions from any further attack of the nature just undergone. Nobody would believe it, had not the halftrack carried the remains of a ghoul as well as the insectoid creature draped over its hood!
Above flew an invisible magic-user, and he quickly put an end to the escape attempt of the halftrack. A sleep spell caused the driver to lose control of the vehicle, and it crashed. The occupants of the armored car knew something was wrong, but they did not know what — nor where to look. The magician was in clear view overhead, but no soldier looked up, and his next sleep spell told for the AC as well. The remaining ‘track waited a short time and then hastened back to headquarters. What had happened? They could not say for certain, but what little they had observed was too fantastic for belief. The survivors of the foray were sent to rest camps, adjudged as suffering from battle fatigue.
_____________________________________________________
One of the most treasured items in my collection is a copy of the Strategic Review #5 (December 1975), acquired along with a few others and old copies of The Dragon magazine when I first got into RPG's. The encounter above comes from an article in that magazine and was an account of a game put on by Gary Gygax designed to throw a curve to a regular table top wargaming group. One side was told to prepare for a WW2 skirmish game while the other thought they were playing a fantasy battle. The rules were an amalgamation of two of Gygax's rule sets - Dungeons & Dragons and Tractics. The article detailed the forces for both sides, maps, and mods to mix the games. When I was a kid, I thought this was fantastic and I have always wanted to recreate this game.
Back then, I had only a handful of miniatures and purchasing enough models to field the units presented was beyond me. The thought of painting 50-60 models also seemed a daunting task at the time. I simply filed it away as a neat idea, but probably not something I could ever really pull off. I revisited this idea at different times over the decades (holy crap do I sound old), but I could never find a satisfactory mix of miniatures. There have been games written now that embrace the concept as their central theme, but I still wanted to play the specific scenario presented in the magazine that I've held on to for all these years.
A few years ago, I even collected a small force of Artizan Germans and though I based the units on army lists for Disposable Heroes, I made sure the vehicles I included would allow me to use them for Sturmgeschutz and Sorcery. I still didn't have the fantasy models I wanted - enter Otherworld Miniatures. If you are unfamiliar with this company, they are dedicated to D&D minis based on the artwork from the Old School books. Not only was this exactly what I wanted to capture the nostalgic look of the game I wanted, they mix well with my Artizan models. I have been watching their catalog grow for the last few years and recently they finally have everything I need.
I don't expect this project to take up too much time. I already have most of the WW2 models I need painted except for a handful of vehicle crewmen. A good bit of the fantasy stuff has been painted for earlier projects as well. I just ordered the last handful of models I need. Over the next few posts, I will post pics of the forces I've collected that are based very closely on the article from 1975. I still have a few details to work out - for instance, I don't have a suitable castle model and am trying to decide if I should build one or simply substitute a fortified manor or similar smaller structure.
Any, hopefully you will indulge me this departure from more serious wargame activities while I try to recapture a small part of misspent youth!
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