Sunday, July 22, 2018

Jagdpanzer - a rules review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

Once upon a time, in Campaign Headquarters (in Newport News), there were some gamers called Alfred, Jason and Gary.  They played Jagdpanzer.

Once upon a time, in Campaign Headquarters, there were some gamers called Wayne and Oscar.  They played Jagdpanzer.

Once up on a time, in Campaign Headquarters, there was a gamer named Danny.  He played Jagdpanzer.


Most of the folks I played with in those years (mid to late 80s) were playing Overwatch.  Some were playing Angriff!  But not a small sampling were playing a set of rules called Jagdpanzer, published by Greenfield Hobbies, and authored by Kevin Cabai (a former armor Captain in the US Army).  This was when I tried the rules, and I liked them.

One of the strengths that I will applaud, right away, about Jagdpanzer, is that it is very inclusive.  It covers many different weapon systems (armor, infantry, artillery, airpower), all in rule subsystems that are very clean and workable.  The overall effect is a game that gives depth to all sorts of scenarios, but is not difficult to play.  Also, it avoids (by using a dice mechanism for penetration and kill, although informed by real life vehicle and weapon characteristics) the old problem that some rulesets have (I'm looking at you, Overwatch) of comparing mm of penetration, vs mm of armor, to determine a kill.  As an engineering professor, I realize it is not that simple, and that the number of variables present in any single shot to target situation are far to numerous (and perhaps unknowable) in order to present a way of modeling them all.  So why not use a dice mechanism to add in the fuzziness?  Mr. Cabai does just that in Jagdpanzer, and it works very well.

Another think I like very much about the game is that while it lists a ground scale (1 inch equals 25m), it gives all movement and weapon ranges in inches.  Nice.

Here is an overview of the rules, so you can see what I'm talking about, and I'll return with an assessment at the end.


Turn Sequence


Basic concept - On each turn, for each of your units (the basic unit is the platoon, which is usually 3-5 individual vehicle models), you decide if that unit is going to do one of the following three options:
1. Move and Fire
2. Move double (no fire)
3. Stationary (double fire)

A full turn consists of two movement and direct fire phases (see below).  For each of them, a vehicle decides if it is going to do one of the above options.  So in the first move phase of a turn, a unit could Double Move, and then couldn't fire during the first fire phase.  But then in the second move phase it could Normal Move (and fire in the second fire phase).

If a unit Moves and Fires, it is assuming that the unit is moving tactically, taking advantage of available cover, and is loaded and ready to engage if a target is found.

A unit that double Moves, is assumed to be moving at top available speed (cross country or road), and doesn't conform necessarily to available cover (so may be easier to hit).

A unit that double Fires is assumed to be stationary, and focused merely on firing and reloading as quickly as possible.

Based on that - here is the turn sequence, with some notes:

A. Determine Initiative - Roll 1d6 to determine who gets the choice of being Side A or Side B.
B. Command & Control (optional rules - a dice roll based on nationality to see if a unit activates or not).
C. Movement Phase
   1. Side A
   2. Side B
D. Direct Fire Phase
   1. Stationary Shooters fire Simultaneously
   2. Moving Shooters fire Simultaneously
   3. Stationary Shooters fire Simultaneously (a second time)
   4. Close Assaults
   5. Overrun Attacks
   6. Remove/Emplace Vehicle Smoke
E. Aircraft (optional)
   1. Movement
   2. Combat
F. Morale
G. Movement Phase
   1. Side B
   2. Side A
H. Direct Fire Combat (same as D.1 through D.6 from above)
I. Artillery
   1. Fire missions striking this turn will Impact
   2. Plot new fire missions
   3. Remove/Emplace Artillery Smoke
J. Morale

Movement - In phases C and G, movement takes place.  The two sides alternate who is the first mover, based on the Initiative dice at the beginning of the turn.  The first mover has 2 minutes (only) to move his Command Vehicles (the command vehicle for each unit).  Then his other vehicles in those units move to follow the command vehicle route.  Once the first player is done, then the second player only has 30 Seconds (!) to move his command vehicles.  Any command vehicles that do not move, mean that the other vehicles in their units will also not move that phase.
Movement rates are given for Road, Cross Country, and Rough Ground (wood, hills, mud, deep snow).  Recall that a Double Mover getst double the listed rate.  Rates are listed in inches on the vehicle detail sheets.

Armored Vehicles


Direct Fire (Tank and Anti-Tank) - Roll 1d20 per shooter, and see if they roll below the "To Hit" number.  The basic number to hit is an 11 (or less).  Modifiers to that basic number are here:

Situation . . .
+3 Consecutive Fire (same target)
+3 Automatic Weapons (small AA weapons, autocannons)
+2 Targetting a Building
+1 Range Finder (PzV-f, Nashorn, PaK36, PaK43, FlaK 18)

Target Is . . .
-6 Hull Down
-6 Entrenched
-5 In Dense Woods
-3 In Light Woods
-4 In Town
-4 Infantry
-1 Towed Gun
-3 Moving

Shooter Is . . .
+2 Short Range
+0 Medium Range
-4 Long Range
-2 Moving (without gun stabilizer)
-1 Moving (with gun stabilizer)
-2 2nd Shot, Same fire Phase, at a new target

Penetration

Take the Penetration Value of the weapon firing, based on range (short, medium, long), and subtract the armor value of the facing of the vehicle hit (Front, Side, Rear, or Top).  This gives you a number, which can be indexed on a Penetration Chart, to give the Number to roll, or less, on 1d20 to score a kill.  Otherwise the shot has no effect.  Rather than using the chart, you can calculate it easy enough - just add 5 to the penetration value, before subtracting the armor value.  The resulting number is your target to roll, or less, to score a kill.

Example: A T34, at Medium Range, is firing it's 76L41 gun at the front armor of a PzIVH.  Looking at the weapon chart for the Soviet Gun, we see that at Medium Range, it penetrates 11.  Looking at the PzIVH, we see that the front armor is rated a 7.  So, adding 5 to the gun's penetration value (11+5=16), and then subtracting the armor of the target vehicle (16-7=9) means that we have a chance of a 9 or less on 1d20 to score a kill, if a hit is registered.  In practice, very simple - lookup the range and penetration, and the armor value of the target.

Machine Guns - Vehicle machine guns do not affect armored vehicles in the game.  Larger calibre automatic weapons are listed on the regular vehicle charts.  Normal MGs however, do affect soft targets.  They roll with a strength of '5' on the soft target (i.e. Infantry) table - see below.

Catastrophic Kill
If the number to score a penetration is half or less than the number needed, then it is a catastrophic kill (for instance, in the example above the number needed was a 9 or less, so rolling a 4 or less would be a catastrophic kill).  This means that all crew, passengers, and equipment are also destroyed with the vehicle.  Also, place a burning marker on the vehicle, it now blocks line of sight.

Crew/Passenger Bailout
If a vehicle is killed, but not a catastrophic kill, then there is a chance for bailout by crew and passengers.  Roll 1d6, on a 1 or 2 all personnel are killed, otherwise they bail out.

Vehicle Smoke
Vehicles can (very limited basis) fire smoke rounds.  Pick a target and roll 1d6 for scatter based on range - Short (1,2), Medium (1,2,3), Long (1,2,3,4,5).  If it scatters, the smoke round hits 1 inch away in a randon direction.  It produces a line of sight blocking puffball.
Some vehicles have smoke dischargers - these produce a puffball 1 inch from the model of the vehicle, in the direction the tank is facing.

Spotting (optional)
Spotting rules give a ditance away that a target can be spotted.  It is based on whether the unit being spotted is stationary, in a prepared position (trench or pit), or moving - and also what type of target it is (vehicle, gun, infantry).  This ranges from unlimited range in the open to see a moving vehicle, to only 3 inches to see infantry in the woods or hills in a prepared position.  This is an optional rule, but tends to encourage more play with the terrain and maneuver.  Under these rules, you can spot through smoke, but only up to 4 inches on the other side of the smoke.

Infantry


Infantry vs. Soft Targets
(that is, other infantry units, and vehicles with a side armor of 2 or less) is handled by looking up the basic strength of the infantry unit firing.  This is for a single counter (the game recommends counters for infantry), representing a single infantry squad (usually 3 squads per platoon).  These squads are rated for the following types:
  • Infantry
  • Armored Infantry
  • Airborne Infantry
  • Armored Cav/Recon
  • Cavalry
  • Heavy Weapons
  • HQ Section
  • Crew

Each type has a strength value for the year and nationalities that employ those types (for instance, in 1941 a Soviet infantry squad has a strength of 4, but in 1943, a Soviet infantry squad has a strength of 6, representing better weapons/training/leadership).

Each basic type has an associated range, within which it can engage other Infantry.  For instance, basic Infantry has a range of 12 inches, but Cavalry only has a range of 8 inches.

Infantry vs. Infantry fighting - when an Infantry squad attacks another, there is a target number based on the terrain the target is in (the only modifier to this number, is if the target is moving, this number is increased by 1):
  • Open - 10 or less
  • Soft Cover - 8 or less
  • Hard Cover - 7 or less
  • Supressed - 6 or less
  • Entrenched - 5 or less

There is an infantry chart, so your actual number you roll is cross indexed with your squad's strength, to see if you either Supress or Kill the enemy.  In practice, it works very simple.

Melee Combat - Infantry ending in contact with enemy counters will fight melee.  Fights are determined by finding all the attacking (moving) counters that are touching a single defender counter.  Roll 1d6 per counter involved.  Any attacker that is less than a defender's number is destroyed.  Any defender that is less than an attacker is destroyed.  Ties are resolved as both destroyed.  So if multiple attackers go against one defender, the defender can beat all of them by rolling the highest number, otherwise as above.

Melee modifiers (to the d6 rolled) are these:
+1 Charging
+1 Cavalry
+1 Airborne
+1 SS
+1 Marines
-1 Crew
-1 HQ Section
-1 Entrenched
-1 Routing

Infantry Anti-Tank Weapons - A variety of anti-tank weapons can be employed by Infantry squads.  These include Recoil-less Rifles, Handheld Anti-Tank Rockets (Bazooka, PIAT, etc), Anti-Tank Rifles, and the experimental German X-7 Wire-guided Missile (was it ever really used?).  Each of these weapons has range (short/medium/long) and vehicle penetration rules.

Infantry Close Assault - Infantry attacking vehicles use the Close Assault rules.  An infantry squad that closes to contact with an enemy vehicle must pass a Morale test.  If it passes, it rolls 2d6 on the close assault table.  The variables on the table are whether or not the vehicle is closed top, and the terrain (open, wooded, urban).  A range on the 2d6 roll determines if the vehicle is killed.  That is the only result.

Other Rules


Artillery
Rules are given for artillery pieces on the table to engage in Direct Fire against armor units (ranges and penetration are given for different size guns).  Indirect fire rules are given - how long it takes for an artillery mission to arrive, what types of missions you can call (Point, Rolling Barrage, Creeping Barrage, Final Protective Fire), and what type of pattern it falls in (point/tight, or area/loose).  Rules for scatter of shot from the aiming point are given.    Finally, rules for HE rounds vs. infantry and soft targets (those with a side armor of 2 or less) are given.  Infantry are subjected to a chart much like small arms fire.  Vehicles are two, but hard vehicle targets (with a side armor over 2) are only affected very rarely (roll of a 10 exactly, on a 20 sided dice, and only for certain types of artillery).  In the case of artillery (HE rounds) there are column shifts to the left for being in certain terrain (entrenched infantry, woods, town, suppressed target, woods, etc).

Combat Engineers
Rules are given for combat engineers (placing and dealing with obstacles, such as abati, barbed wire, craters, dragon's teeth, tank ditches, and mine fields).  A discussion of, and rules on, different types of mines is present.

Aircraft
Rules are given for aircraft, with a view towards permitting supporting air actions that present ground support.  Detailed dog fighting rules are not present.

And that's it for the rules.  More on the Vehicle and Weapon statistics, in the next article.



So, what do I think of Jagdpanzer?  It is a game of it's time, but I do like how it abstracts some vehicle info (penetration and armor), and also how it keeps armor values to a minimum (averaging turret and hull, so that an armored vehicles has four armor values - front, side, rear, and top).  It plays fast.  The morale rules are playable, and give good results.

My only regret - and this is largely from memory (I will have to check the rulebook again) is that there is no mechanism for recovering from Suppression (that I recall). It might have been a preferred house rule, but I seem to remember that we would use either a Command Control roll or a Morale Test to recover from Suppression (I can't find where in the rulebook it discusses this...

Update! After talking with the author, I confirmed that it is a Morale Test that removes a Suppression result.

Overall, and in light of how well the many different branches of WW2 combined arms land warfare is - these are really great rules.  A nice high resolution (low aggregation) wargame simulating WW2 ground combat, and it covers everything in elegant ways, that is still fun and easy to play.

Saturday, April 14, 2018

Wargaming the Barbarian Kingdoms (6th and 7th century) - Part 3, Franks under Merovingian Rule

The Franks, of course, are those Germanic tribes that were in the area previously called Gaul, and soon to become called France.  In the period we are looking at, for wargaming, they are ruled by the Merovingians, and the style of warfare during this time and for these peoples is definitely a telltale version of the tribal type infantry army, replacing the remnants of anything the Romans left during the last stages of antiquity - but starting to get a little more organized as the political units of the day get larger and more sophisticated.

Brief history of the people and period:
The Merovingian dynasty properly started towards the end of the 5th century, in 481.  That year is significant because Childeric, who had ruled the Merovingian tribe, among several tribes of the Franks, was succeeded in 481 by his son, Clovis I - and it was Clovis (Chlodowig) who united all of Gaul under Merovingian rule.   This will last until the year 751 (just outside our period, in the middle of the 8th century), when Pepin deposed the last Merovingian king, and established the Carolingian dynasty.

During the reign of Clovis, the original territory he recieved from his father (Austrasia), was added to by his military victories at battles such as Soisson (the Gauls of Neustria, defeated in 486), and Vouille (the Visigoths of Aquitaine, north of the Iberian peninsula, in 507).  By the end of his reign, the kingdom of France was pretty large, indeed.

From Wikipedia article on Merovingian dynasty
Clovis left the kingdom to his four sons, who defeated Burgundy in 532 at the battle of Autun, then captured the defeated Burgundian king (Godomar) in 534, and annexed Burgundy.  At this point, the only lands that could be called Frankish (German) that were outside the control of the Merovingian monarchs were Saxony and Frisia in the north, the Spanish Marches, Gascony, and Septimania (and Provence) in the south, the holdout german kingdoms of Bavaria, Carinthia and Lombardy in the southeast.  All those territories would come under Frankish rule, but not until the Carolingians began their expansion.

A couple of interesting cultural and historical factors from this period.  The Muslim conquest would reach southern Europe for some time (end of the 6th century, roughly), so the tribes in the south and west that the Merovingians had troubles with were other German, Gothic and related successors to the failed Roman period.  The Lombards, distinctively, retained their paganism in this period.  Clovis himself (first king of the Merovingians) is considered to be the last of the Pagan kings of the Franks, because after his victories over the Alemani (in 496 and 506), he converted to Christianity, and his people (who hadn't already) followed suit.

One of the aspects of Clovis' conversion is that he (under influence of his wife) adopted Catholicism, rather than the Arianism that was prevalent among the Goths, Vandals and Burgundians. This gave him (after the Alemani) something of a religious reason for subjugating his enemies. In addition it made the remaining Roman population loyal to him.

Around the period of 540 or so, for a few years, there was a bad outbreak of Bubonic Plague, although this wouldn't be as devastating as the later Medieval outbreak in the 14th century would be (because of fewer large population concentrations) it would be bad enough, and since it hit the agricultural areas hardest, it would have had a huge impact on this post-antiquity economy - which would have kept military forces necessarily small for almost all the belligerents we are talking about.
Wargaming the Merovingians

Merovingian Re-enactor
Let's start out by taking a look at the DBA army list for the Merovingians.  If we are talking about the period from 481 to 751, this covers a couple of DBA lists.

First,Early Franks, up until roughly 496 (corresponding, roughly, to the major unification under Clovis I with his defeat of the Alemani, and eventually setting up his capital at Paris) and then the Middle Franks.

The Early Franks (II/72d) in DBA really reflect the post antiquity tribal quality of the warfare.  The army consists of one element of cavalry, and ten elements of warband, and one element of psiloi.  The cavalry element is the general - representing a Frankish leader and his comitatus.  The warbands are the tribal warriors (round shields, and spear and ax - or the), and the psiloi would be maybe slingers or throwers of the angon javelin.

Their Alemani (II/72b) enemies (fought Clovis in 496 and 506) were similar - one cavalry element, seven warband elements, one psiloi - and the difference is that the Alemani had much better quality archery, so they receive three elements of bow, in addition to the psiloi element that might represent slingers or angon throwers.

In both cases, the general and his comitatus can choose to fight dismounted (especially useful in the many forested areas of the region), in which case the cavalry element becomes another warband.

The Middle Frankish list (III/5) covers the Merovingian Franks from the war with the Alemani up until the dominance of the Carolingian Mayers of the Palace (639).  This list (III/5) has two variants, corresponding roughly to the North and East, or Austrasian and Burgundian area (III/5a), and the South and West, or Neustria, Provence, and Aquitaine areas (III/5b).
The first of these (III/5a) contains:  the general is either a Cavalry or Knight element, and there is an additional mounted element which can also be Cavalry or Knight.  There are  six elements of warband, and then three elements which may choose to be warband, or may be upgraded to spear, and finally one element of psiloi.

The second of these (III/5b) contains: the same mounted elements as above (the general, and an additional element, each of which can be cavalry or knights), six elements of spear, again three additional elements which may be spear, or warband, and one element of psiloi.

Here we see the growing sophistication of the armies, as the mounted troops become much more effective as knights (introduction of new equipment such as the stirrup, and better armor).  As the region gives way from dense forests to more and more agricultural land, the troops can find more uses to fight in a tighter formation - hence the spear elements (also representing the greater training available under rulers of larger armed forces).  In the south, more spears than warbands represents the terrain, as well as exposure to the Goths and other enemies.

For miniatures - Baueda makes some excellent figures for the Carolingians, and they are promising Merovingian figures any day now.

The Essex figures are quite gorgeous, but their "Early Franks" seem to be from a much earlier period (the era of the Roman Frankish Federates).  However, their Saxon, Frisian, Suevi and Bavarian line is just about perfect.  Here are some pictures of the figures from that line.

Essex SXA1

Essex SXA4
Essex SXA2
Old Glory 15s makes a very nice range of Carolingians - and the infantry, at least (and truly, most of the cavalry) is useable for at 15mm Merovingian army.

In 28mm, one of the companies that is supporting a lot of Dark Ages gaming in recent years, is of course Gripping Beast.  As usually, they have a great offering for this period, and they would make a great army for a wargamer.



Okay, so what is the compelling reason to wargame the Franks under Clovis (and his successors)?  Three reasons, immediately that I can think of.  First - if you are a fan of late antiquity/early medieval wargaming, and want to explore the earliest history of what would become Medieval France.  Second, because of the interesting foes that the Merovingians fought against.  And Third, the most practical reason - you can represent a Merovingian army pretty easily with a a reasonable collection of Dark Ages infantry and some cavalry.  Mounted Saxons work well.  You could use Normans in a pinch, although your opponent is likely to call foul on the shields...  Still, this gives you a new set of armies, history, and foes to explore with your dark ages infantry figures (hairy men, round shields, chainmail, and a variety of fierce weapons).


Friday, March 16, 2018

15mm Napoleonic Game hosted at Williamsburg Muster

I ran two games at the Williamsburg Muster.  The first was a Napoleonic game in 15mm, using the Neil Thomas rules (the version from "Wargaming: An Introduction"), between a British army and a French army.

The two armies were the same size (typical for NT rules), but the British were definitely mainly on the defensive, as they set up in an extended infantry line (with artillery) defending a church.  The French were assaulting the line, bringing their infantry up in column, while probing for local weakness with their artillery and cavalry.

The tactical problem to solve here for the English is: There is nothing that can stand up to the French Heavy Cavalry.  The problem for the French is: How to succeed against the superior English firepower, while assaulting (and no numerical superiority)?

British in Line, defending the church of San Miguel
The rules from the introduction book and the rules from the specialized Napoleonic book differ  in a few areas - one of them is how musketry (with special national characteristics) is treated, the other is how artillery (same consideration - special national characteristics) is treaty.  Here I think we used generic values, but a slight nod to British infantry musketry, since they used the 2 rank system vs. the more typical 3 rank system used by the French and most other nations.
British Cavalry move out from behind the line.
There were some other differences, notably the superior quality of the French Heavy Cavalry (only one unit, but what a unit!!).
French Infantry respond to British Cavalry

The French on the move past the village of Duertez.

French Columns and French Cavalry, advancing.

In all, it was a great game, the four players really enjoyed themselves, and we got to talk a lot about the typical characteristics of the Napoleonic period and Napoleonic wargaming.

Sunday, January 28, 2018

Interesting Random Tables for RPGs

Since the earliest days of D&D, random generation tables have been a part of the game. Among other things they would allow a dice-driven random selection of NPC and monster encounters, magic items, and other objects that a group of adventurers might find while moving through the fictional world.  One of the more interesting uses has been sets of tables to generate whole environments.  This has included random towns, cities, dungeons (especially) and whole continents and worlds.

Excellent examples of this popped up very early not only in the original D&D books and supplements, but also in the excellent tables in the many early Judges Guild products (adventure settings and magazines). But the very best may have been Gary Gygax's dungeon generation tables in the 1st edition AD&D Dungeon Master's Guide.  Still loved and used.



Other very cool examples include the terrain/continent generation tools from the earliest versions of the ICE Campaign Law book (which, along with Character Law, would form the link between their early Arms Law, Claw Law, and Spell Law books, and the later whole Rolemaster idea).  Many, many other type systems appeared in print in the explosion of supplements and magazines in the 80s golden age of RPGs.

In recent years, many similar type offerings have been popping up both in Retro Clone RPG supplements, and the generally excellent sea of RPG blogs that aim at old school style roleplaying and DMing.  One of the most fun is the blog of  Jason Sholtis - the Dungeon Dozen  This a collection of many D12 tables of interesting (and sometimes whimsical) items to encounter in a fantasy RPG.  Jason has followed up the blog, with published collections of the tables (as of this writing, volume one is available in print or PDF, and volume two is coming soon).

One thing about the tables of Jason, is that in terms of topic, they are all over the place. Objects, people, conditions, monsters, locations - he covers it all. A great index has been compiled over at Blessings of the Dice gods by Jeff Russell. This is a great index to Jason's work.

random Dungeon start

Sunday, December 31, 2017

The fourth quarter of 2017

This has been a busy few months, and while I haven't updated the blog lately, but I have been busy.

I have been gaming with ODMS (weekly at World's Best Comics, in Newport News), as much as my work and teaching schedule will permit.  Those have been mostly miniatures games, some run by me, some by other club members. Most notably, in December I ran a very lopsided Russian Civil War game. More on that later.

I have been running some roleplying game sessions.  A family only fantasy game, here at GwC HQ, has been great.  I had a good time with a one shot Traveller game.  Recently I ran a more public AD&D (2ed) game at WBC. All fun.

Lots of board game sessions at the house, mostly family oriented.  New Titles we like include Photosynthesis and TtR:Rails to Sails.

I have gotten a new hobby painting are set up.  Hopefully I will see some new figures soon.

2018 looks bright, the Lord has been good this past year, and the gaming has been fine.

Monday, September 4, 2017

Local wargaming club - active and moving forward

The Old Dominion Military Society has reformed and has been gaming weekly with great success for several months. We recently held our summer convention (Guns of August) at the local military museum, the Virginia War Museum in Newport News, and it was a great success.

Check out the after action report on the club blog.




Sunday, August 13, 2017

Wargaming the Barbarian Kingdoms (6th and 7th century) - Part 2, Visigoths

Visigoths - originally, as Feoderati under the Romans, they established area of rule in Gaul and Spain. The early (but exciting) campaigns of Alaric I predate the period considered here.  In 507, however, the Franks, under Clovis I beat the Goths (under Alaric II) at the Battle of Vouille  Visigoth rule in Gaul was at an end, but the Frank's were established as a kingdom that would give us Charlemagne, France, Germany, and a lot of different kinds of cheese.

The Visigoths, however, survived the loss of Gaul.  They had a kingdom in the Iberian Peninsula (Spain, or Hispania).  There, they survived (and in harmony with the rest of Christendom after converting from Arianism in 589) until being overrun by the Moors (Berbers and Arabs up from North Africa) in about the year 711 or 712 (the Mozarbic Chronicle of 741, written in Latin, is unclear).  That was the Battle of Guadalete between King Roderic of the Goths, and Tariq ibn Ziyad.


Battle of Guadalete
So, for about two hundred years, there was a gothic kingdom in Spain. It gave us a lot of interesting Gothic architecture and early cathedrals, but not a lot of details on military practices.
Tariq Ibn Ziyad

Looking at what wargames have to offer on the Western Goths is interesting.  Again, turning to the original DBA list (as a conceptual distillation of the 1982 WRG army lists, and benefitting from eight years of further research and debate) we see that there is an infantry core of five elements. These can be either spear, or warband, or a mix of warband and auxilia - depending on which allies or sources you prefer. But that establishes a solid infantry battle line, supported by two units of skirmishers (Psiloi), and finally a solid mounted contingent of four units of four Cavalry units, and a Knight (general) unit.  

King Roderic
This could easily represent the army of Roderic, at the battle of Guadalete.  There, his solid infantry line was a match for the Moors, but he lost because his right cavalry wing under a disgruntled commander abandoned the field allowing the numerous, but lighter, Moorish cavalry to flank the infantry line.  Legend replaces the commander with Count Julian, who turned traitor because his daughter was raped at Roderic's court, but this (while a great medieval narrative) is unsubstantiated.

Visigothic Warriors - from a later English sculpting method.

Refighting Guadalete as a decisive battle that ended Christian rule in western Spain, until the Reconquista, is a worthy war gaming goal, but the lack of other major foes makes the prospect of building a large Visigothic army seem like a futile enterprise.  It is, however, a great example of a balanced army from the Barbarian Kingdoms era.  There are, of course, lots of Possible match ups against sixth century foes, such as Byzantines, Ostrogoths, or even early Andalusians from the other parts of Spain.

For figures, standard dark age infantry (metal conic helms, round shields, and either sword, spear, or bow) make the battle line and Psiloi easy to model. Likewise, the cavalry (cloaks, metal helms, round shields) are readily available. The older Minifigs heavy barbarian horse and heavy barbarian infantry are nearly perfect, as well as many modern manufacturers.

A nice set of pictures of a painted army is here.
is here.