Showing posts with label moderns. Show all posts
Showing posts with label moderns. Show all posts

Tuesday, March 12, 2019

Miniatures gaming update

I recently got to play in a few miniatures games, which I had been absent from for some months with the busy time at the end of fall semester, over the holidays, and heading into spring semester.

At the Williamsburg Muster in February, I got to play in a Frostgrave game, very fun.  I forgot my own wizard and his stats at home, so I used a "loaner" wizard (actually my friend John D.'s wizard), and I did well enough.  I retrieved a single treasure, but did get to kill (using the spell "Bone Dart") my friend Jon K.'s wizard (Jon set up and hosted the game, and I repaid him with Bone Dart).


Also I got to try out Impetus again, using Late Romans vs. Sassanid Persians.  Fun game.  I played against Stephen P.  We had a good time, and have enjoyed these rules pretty well.  Looking forward to trying some more armies.  The Romans did well and were performing very nicely in terms of points, at the time the game was called, but the Persians had just broken through with an encircling move on one flank, and it wouldn't be long before Roman Collapse.  Still, a very fun game.


Over the holidays, I got to play in a large 1809 game using the Shako II rules (with the D10 modification).  Very fun.


I've gotten to play a few Saga battles here and there, very fun.



Coming up - projects I am working on, to run soon, are:

An 1965 scenario between Pakistan and India, using Cold War commander.  To get ready for this, I am doing some 1:300 scale Asian terrain.  The battle I am doing featured some flooded rice fields, so I am doing rice paddocks (and I am trying to straddle the line for pieces that could be used for 1:300 or 10mm or 15mm).  Also, some villages.

Using Piquet: Field of Battle to play a Russo-Japanese scenario.  There are things I like about Basic Piquet, and some things I don't like.  I believe that FoB preserves the good, and patches over the bad, so I want to give it a try.

Mexican-American War - looking for a new ruleset.  I may try Field of Battle if the above game goes well.

Japanese Medieval - Will be basing my Japanese on 80mm wide bases.  I'm pretty sure I will be doing two Samurai armies.  Will also look into doing the Koreans.  Looking to play "To the Strongest" with these armies.

Tuesday, July 24, 2018

Cold War Commander - How To

This is a "how to" article I wrote for ODMS, giving the basics on how to play Cold War Commander.



Cold War Commander – How is it played?

1. Introduction

Cold War Commander, by Peter Andrew Jones, is a set of rules for modern conflict (1946 until today). It follows (and is very much similar to) Blitzkrieg Commander, which covers WW2. Both rulesets have a lot in common with Warmaster (by Rick Priestley), and Mr. Jones had Mr. Priestley’s blessing to write a set of tank and infantry rules. Other rules that are very similar, are the Warlord rules (Hail Caesar, Pike & Shotte, and Black Powder). All of these rules are currently very popular, in general, and here in ODMS.

For those not familiar with Warmaster, what that means is that the basic tempo of the game is this: players will take turns, and on their turn they will try to activate units.  Different command elements (HQ and CO) can make a dice roll vs. a target number (their command value) - if you pass the dice roll, you get to issue an order to some of your units (move, shoot, etc).  The strength of the system is that command structure and command level is a key part of the game, and you are never 100% sure of a plan (as in real life, friction and fog limit military operations).  The weakness of the system is that there are times when a player, or a side, will miss most or all of their command rolls - getting to do very little on their turn.  Very Frustrating!  Details are described below.

2. Types of Units

Cold War Commander (CWC) has several types of units. The biggest distinction is between combat units (infantry, vehicles, support weapons), artillery (which may be on or off board), aircraft, and command units. Let’s look at these in reverse order:

Command units consist of four types –
  • CO (Commanding Officer) - overall commander of a side in a game – 1 per side
  • HQ (Headquarters) - in charge of some part of a unit’s combat units – multiple per side
  • FAO (Forward Artillery Observer) – sights targets and requests unplanned artillery missions – 0 or more per side
  • FAC (Forward Aircraft Controller) – sights targets and requests close air support missions – 0 or more per side

Aircraft units are of two types –
  • Ground attack aircraft, which are requested by an FAC (or used in planned aircraft strike missions)
  • Transport helicopters, which are treated as regular units, to carry infantry and support weapons

Artillery units can be off board (in which case it can be used for planned missions, or in response to the FAO), or can be on board. In either case, they are used for indirect fire, and can fire Barrage missions, or Concentrated missions (see artillery rules in the rulebook).

Combat units are everything else (infantry, support weapons, transport vehicles, tanks, etc). All are rated with several pieces of information. These include:
  1. Move
  2. Attack (or number of dice to attack with)
  3. Hits (to be killed)
  4. Armor save (in some cases - usually armored vehicles)

 

 3. Turn Sequence

CWC is played in alternate turns. On a turn, you have four phases:

Scheduled Phase – Scheduled artillery and aircraft missions for this turn take place

Initiative Phase – Recon units attempt to communicate with a command unit; then any units within the Initiative Distance of the enemy get a free action.

Command Phase – Now, command units may, one at a time, attempt to issue orders. Pick a command unit, and then pick a unit to receive an order (or group of units), and declare what the order is (“That unit of tanks will move to the ridgeline.”). Then roll the dice (2d6) vs. the command unit’s command rating. If less than the target number, the unit performs the commanded action, and that command unit may roll again. Note that the subsequent order can be to the same unit. Subsequent rolls are/may be reduced depending on who is being ordered again.

If the roll is a failure, that command unit may issue no more orders this turn. Once the CO fails his roll, the side is finished with Command Phase for the turn (hint: use your CO last).

End Turn Phase – Check for victory conditions, and then remove all hits from any units on the table that were not destroyed. Additionally, remove suppression markers from the active player (only).

 

4. Recon Units

During the initiative phase, a Recon unit tries to communicate with the nearest command unit on that side. This is based on a dice roll (based on how close the nearest enemy unit is), and if successful, then the Recon unit can choose an action. Depending on what that command unit is (CO, HQ, FAO, FAC) then the Recon Unit can choose from the following:
  • Add 1 to the command value of the command unit (CO, HQ, FAO, FAC)
  • Issue orders to on-table mortars to fire at that closest enemy unit to the Recce unit (CO or HQ)
  • Request artillery support against the closest enemy unit to the Recce unit (FAO)
  • Request an air strike against the closest enemy unit to the Recce unit (FAC)
Note, that the second, third, and fourth item take place during the Command Phase, by the command unit the Recce unit communicated with – this just lets that command unit target the enemy unit that the Recce unit can see. (remember, that the Recce unit doesn’t have to be in line of sight to the command unit it communicates with, so this is a way of “extending the eyeballs” of that command unit).

 

5. Assets (planned Artillery and Aircraft strikes)

Not every side, or every scenario will have Assets available. These are the pre-planned aircraft and artillery missions. The player who has them available must write down where the target of the strike is (based on the map of the game), and on what turn they strike. Different armies have different types of missions available (HE, Smoke, etc).

 

 6. Orders to Combat Units

The orders that a command unit may issue to a combat unit are pretty simple. They are: move, deploy and fire. Note, these are the same orders (or actions) that a unit may do during the initiative phase.
  • Move is just that – a unit may move up to its movement value. See the rules about limits from terrain. If a tank unit has a Stabilized weapon, it may also fire, if it only moves half.
  • Deploy is used to set up certain support weapons (such as Mortars or towed guns), also it is the order used to load infantry onto transport units (they must be in contact). Deploy is also used to dismount from transport units. The infantry units (and/or support units) are placed in contact with the transport asset they just dismounted from. Finally, Deploy is used to pivot a set up towed weapon.
  • Fire is used so that the unit (or units) may shoot against an enemy within range, line of sight, and line of fire (all defined in the book).
When a unit moves in contact with the enemy, then that is a Close Assault.

 

7. Command Blunders

When a command unit is issuing a command and rolls double 6’s – then a blunder has occurred. Not only does the order not succeed but based on what type of order it is (Artillery strike, Aircraft strike, or Command order) there is a roll to see what the blunder causes. Usually bad (like friendly fire).

 

8. Attacks

When a unit executes a Fire order – and attacks another unit – that unit rolls the number of attack dice that they have available. The to-hit number is 4+ if the target is in the open; it is 5+ if the target is in soft cover; it is 6 if the target is in hard cover.

There are several types of weapons, based on the army listing – those followed by an asterisk * do not cause hits vs. any units with an armor save (i.e. tanks, APCs, IFVs, etc). Those followed by a hash mark # do not cause any hits vs. unit that do not have an armor save (i.e. soft transport, infantry, support weapons).

Line of sight is 180 degrees, forward of the unit. Line of fire, in a restricted visibility unit (marked in the army lists) is only 90 degrees, forward of the unit. Armored units can fire at other vehicles, over infantry and guns. Line of sight can pass over infantry and guns, but not over vehicles (friendly or enemy).

Command units do not block line of sight.

 

9. Hits

Any unit that takes hits, must make armor saves (if it can). If there are enough un-saved hits to exceed the HITS rating of the unit, it is destroyed. Keep track of the number of hits a unit has taken, even if they aren’t enough to kill it. Other units may attack the same target this turn (although all hits are removed from all targets at the end of each player’s turn).

 

 10. Suppression

For each hit that was not saved, the attacker rolls the dice again, with the same “to hit” number. If any of the dice score, then the target is suppressed (mark it with a suppression marker).

NOTE: You can purposefully try to suppress a unit that you cannot cause hits against (like using a weapon marked * against a tank) – in that case the to-hit number is automatically a 6+. Saves are allowed. Unsaved hits are then rolled for suppression (again, 6+).
Suppression markers are removed from a player’s units only at the end of his turn.

 

11. Fall Back 

A unit that is ALREADY suppressed (because it was attacked by another unit, which resulted in suppression), and which receives more hits, may fall back. Instead of rolling for suppression by additional unsaved hits (assuming that the additional hits are not enough to kill the target), the target unit rolls 1d6 for each extra unsaved hit, and falls back that many cm. If the unit has to fall back more than 10cm in a turn, it is destroyed (the crew/infantry abandon the field, hide, run away, etc).

 

 12. Close Assault

The rulebook has a series of restrictions on close assault, but in general when a unit contacts an enemy, there is a close assault. AFVs can only close assault in the open, unless they are carrying infantry or support riders. Transports that close assault automatically dismount their infantry, in contact with the enemy, when the assault starts (except IFVs which may keep them on board)

Friendly units within 10cm can support the close assault, if they can draw a line of sight to one of the assaulting units in contact with the enemy.

Responding units can also have 10cm of supporters to fire back.

Once hits are rolled for (all close assaults hit on 4+, to determine the number of dice rolled, consult the chart on p. 35), determine which unit (on each side) takes the hits. Roll for saves if possible. Then compare outcomes and follow the results (also on page 35).

Close assaults are deadly. And can be unpredictable.

 

 13. Infantry Support Weapons

Machine Guns and Infantry Anti-tank Weapons (RPG-7, Bazooka, etc) do not need a deploy order before they can be fired.

Mortars and Recoilless Rifles must have a Deploy between moving and firing (to set up), and also between firing and moving (to break down).

Infantry units that have Anti-tank Weapons added on to them, may use their regular attack values, and their IATW attack values. IATW can only be used once per turn by a unit. Armored units do not get a saving throw vs. IATW (unless noted in the army list).

 

14. Anti-Tank Guided Weapons

ATGW (i.e. Anti-Tank Missiles, such as Sagger, MAPATS, TOW) are extremely deadly, and long ranged.

There are firing restrictions (see the rulebook, p. 24), and they can only be fired once per turn. If a unit is targeted by an ATGW, there is a dice roll to see if it can evade. This is one dice, vs. the same to hit number required for the ATGW to hit the target. If this evade dice hits, then the target may not evade.

Roll the attack as normal. However, if the evade dice misses, then the target saw the missile coming in, and may evade. It can move up to 10cm in any direction, and the to hit number against it gets worse by one category (i.e. – if in the open, it is treated as in soft cover, etc). If the unit was already in full cover, or if the 10cm move can get it out of LOS, then it cannot be struck.

 

 15. Artillery, Aircraft, Engineering, Tactical Doctrine, Opportunity Fire, etc

There is a lot more to this ruleset, but the above presents the basic ideas required to play. Some things are often forgotten (like Initiative Moves, Recon communication, and how to do Close Assaults).

These are a reminder for those items. In all cases, consult the rules. These aren’t hard rules, and players will get the hang of things in a turn or two.

Friday, October 28, 2016

WRG Armored Warfare 1950-1985 - 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).
 If you don’t like us, don’t accept our invitations and don’t invite us to come to see you. Whether you like it or not, history is on our side. We will bury you. 
                           - Nikita Khrushchev
 One of the types of wargames that was extremely popular with one of the main groups of friends I gamed with in the 1980s was modern micro armor.  This was tactical battles, with 1:285 or 1:300 scale vehicles (ground and air, and some sea), fighting out battles either from historical conflicts that had taken place since 1945 (mostly African brush wars, and various Middle Eastern conflicts - for some reason we did not go into India/Pakistan or other conflicts).  Considering the levels of fear and hysteria that were pervasive in society at the time, it is quite strange that we did this as a hobby.  But, we did, and quite honestly the games were pretty fun.


Of the groups I played with, there were really two extremely popular rulesets that we played.  The first was the WRG published Wargames Rules for Armoured Warfare at Company and Battalion Battle Group Level 1950-1985, and the much more shortly titled Challenger from Tabletop Games.  Being detail fanatics at the time (for some reason, that generation of wargamers thought that more and more detail included in the combat model of the wargame made it somehow more realistic), we would often go for the Challenger rules, but for simpler games, I preferred the WRG rules (besides, they covered more situations, and played faster).  I may do a review of the Challenger rules later on, as a comparison.  Other rulesets we played were the extremely detailed "Engage and Destroy", and some homebrew rules.

Games would be one-off set piece battles, frequently, but once in a while one member of the group or other would devise a particularly clever scenario (usually of the extremely large variety, or of the extremely novel variety).  We would play all sorts of levels of games, with front line Soviet forces facing off against first tier NATO forces; Arab-Israeli conflicts; second and third tier European conflicts (I recall Czechoslovakia vs. Denmark) and just about anything inspired by the likes of General Sir John Hackett, Harold Coyle, or Tom Clancy.  I recall a game involving battalions of Soviet airborne troops invading Newport News Virginia, and the gangs of national guard and ROTC students from the local universities were assisted by wargamers (we actually played that scenario, it was a ton of fun).  But in the main, we had a lot of Fulda Gap style heavy metal games (heavy metal referring to lots of tanks, APCs, IFVs and the like) between NATO and Warsaw Pact forces.  On the other hand, over the decade of the 80s, a whole host of campaigns were hosted by a good friend, under the name of "Warlords" which featured WW2 and Modern equipment, mixing it up by small tribal warlords fighting in a post-WW4 wasteland.

But here I am reviewing the WRG rules.  As mentioned, these are tactical rules covering ground combat in the decades following WW2, right up to 1985.  The version I played was published in 1979, and was pretty well complete with rules for the normal ground combat (infantry, armor, and artillery) plus rules for ATGWs (anti-tank guided weapons - missiles), helicopters, air combat between fixed wing craft, combat engineering and other elements of modern warfare.

The game was played at a 1:1 scale, for vehicles.  Infantry elements would represent (as a single stand - frequently we would use a cardboard chit, or a small base with 1:285 infantry based on it) a rifle group (maybe 3,4 or 5 men), or a weapon team (an ATGW team, mortar and crew, MG or similar).  The ground scale for these rules is 1 inch for 50 meters.  Turns represent about a minute and a half of expended time (the rules spend a paragraph describing how it is 100 seconds of time, but hit probabilities are only based on a second firing 30 seconds of its ROF, because of blah blah blah).

The rules have a pretty extensive set of points values for just about everything you could imagine, and the means for pointing up vehicle platforms, based on the sensors and weapons it carries.  For instance, if you wanted to do a particular model of aircraft, and know what cannon it mounts, what missiles or bombs it carries, and what sort of weapons tracking and target identification sensors it has, you could calculate the points value for it.

Luckily, there was a great set of publications done by Tabletop Games in support of their own game (Challenger II), which also featured rules and stats for the same vehicles and units in the WRG rules.  During those days, I loved reading through the various "Digests", especially Digest #2, and #4 and 5 - 2 was the list of world equipment (from all sorts of nations, and covering all sorts of equipment), and #4 and 5 were European (NATO and Warsaw Pact) organizations in one, and other parts of the globe (Africa, Middle East, Far East) in the other.  There were also some specific books with OBs and equipment from the 1950s (a wide variety of organizations) and scenarios and OBs for the MidEast wars, and others.

Back to the WRG rules . . . As these are first and foremost rules for Armoured conflict, they have a system for rating the armor values of all fighting vehicles.  This is done by a Roman numeral ranging from the weakest vehicles getting a I on up to the strongest state-of-the-art tanks getting a X.  Note, that last category in 1979 include the rumoured Leopard 3, the UK's MBT 80, and the US's XM1 tank, which would later become known as the M1 Abrams.  In addition, the exotic special armor additions that were becoming popular (chobham plating, spaced armor, active protection systems, etc) are noted in this system by some classes also having subclasses of "s" and some with sublcasses of "S" - the former for a turret having special extra protection, and the latter of the whole hull having special extra protection.  The above named tanks were all XS armor.

The game was recommended to play on an area of roughly 60x100 inches (3000m by 5000m - to give the battlefield enough room for the weapons systems to reach out and flex their muscles).  The group I was with played on several 5x9 tables (modeled after ping pong tables, because of some historical ties to the old Gene McCoy Wargamer's Digest magazine, and all the 4x8 and ping pong table sized scenarios in them...), and also a nice hefty 6x12 table.  So we had plenty of space.
Example map from Wargamer's Digest


Rules exist for modeling the communications net, and to handle battlefield orders for the game.  Often we would not play with orders, unless a referee was present for the battle. 

Once the game started, it was composed of alternating turns.  The turn sequence was pretty clever - it had morale tests first, then registering requests for artillery and airstrikes, executing those attacks that were requested previously and successfully arrived, executing tactical actions, in order (full moves first, all other actions next), and then dealing with suppressive fire, that might affect troop posture, etc.  One thing that the rules allowed, to make up for the fact that there was no opportunity fire, was that each element that could fire, could fire its very first shot for the turn (sometimes the ROF would be higher than once per turn) at an enemy unit anywhere along it's immediate previous movement path.  All other shots had to be at the final resting place of units following their movement for the turn.

The rules have movement values for all the typical vehicle types (including things such as hovercraft).  Moves and ranges are given in meters, which convert to inches.  So, a fast tracked vehicle could travel 500 meters in a turn - that equates to 10 inches cross country.  Roads give a bonus, lots of terrain features really bog down vehicle movement. 

Dealing with the high tempo of modern combat, and the hide and seek nature of vehicles that can move at dozens of miles per hour, and have stabilization allowing them to fire on the move, means that some rules for target acquisition must apply.  It is impractical to keep all the units off table that no enemy can spot, so instead most modern rule sets have rules for acquisition - which then limits who can see a target to shoot at it, or report it to a request for air strike or artillery, etc.  These rules are no different, and are based on the target type vs the distance from the would-be spotter.  Modifiers for lots of situations and equipment, and then single d6 roll determines success.  Rules exist to cover what happens if you fail to spot (for instance) the sniper in the building, but in stead rolled well enough to acquire the building itself (the idea is you found the sniper, in general, but did not see him long enough to aim a weapon).  This allows you to fire area effect or suppressive fire at the target, but not (much deadlier) aimed fire.

Direct fire can then be applied to targets known.  This includes aimed fire and suppressive fire.  Weapons such as missiles cannot perform suppressive fire, nor can large mortars.  Small mortars can, as can most other weapons.  Rules exist covering who can fire (for instance, troops in an IFV, such as a West German Marder, are limited to two elements firing from hatches, and so on), arc of fire, and so forth.  Rules exist defining defile zones and dead zones behind a raised terrain feature (like a hill crest).  Then the method is simple - find your weapon on the hit chart, cross index it with the range, and you have a target number for your D6 roll, to hit.  Benefits of this system: if you have multiple shooters and multiple targets (like platoons or companies of tanks encountering each other, or stands of infantry fighting other stands of infantry), then rolling multiple dice at one time is a viable game-speeding tactic.

Hits are then followed up by dicing for results.  This is again based on the weapon, and range at which the hit took place.  Then a look up table determines if it is an automatic kill, or a dice chance for a kill, or no chance at all - based on target armor.  Two such look up tables exist, one for hits vs. Tanks and other vehicles; the other exists for tracking hits vs. infantry, soft vehicles, and other soft targets.

There are rules for artillery fire (including things like making a successful request for artillery support, counter battery fire, different types of fire missions (programmed, preregistered, or impromptu).  Artillery effects from hits are derived form a chart, matching weapon system vs. target type.

Extra rule sections exist covering air combat, air insertions (helicopters and paradrops), night fighting, chemical and nuclear weapons, and finally, a method for determining the victor based (mostly) on surviving tabletop elements.  Engineering and other tasks are covered.

These rules provide for a fairly fast game, at the expense of detail.  At the time, when we would play these over the Challenger rules, it seemed like we were cheating, by not taking into account the many different layers of detail covered in those rules.  But . . . a company on company (say, 10-15 tanks each) in Challenger might take as long as 2 or 3 hours to play out, especially if they have more interesting weapon systems.  In the WRG rules, maybe half an hour or hour.

I like them.  I don't know if modern gamers would find these attractive.  These days for modern warfare I would actually represent Cold War Commander, with its mechanisms for representing the problems of modern C4I, plus the more elegant mechanics of modern rules.  But, in my professional life, I research and teach about simulation systems, including combat simulation systems, and it is interesting that most modern combat simulators that operate at the individual entity level use a combat adjudication system called PH/PK - which is "percent hit and percent kill".  That is a percent chance to get a hit at various range brackets (in the WRG rules this is reduced to a d6 roll, but the same mechanism), and then a chance to score a kill, or lesser hit, based on the weapon system vs armor.   So the same methods and techniques are part of modern computer simulations.

Good rules.  Much quicker than many alternatives.  Lots of options for weapon systems, equipment, and so forth.  I don't know that in a post 1991 world that these rules still hold up, especially with more modern equipment. They don't cover modern situations like command nets being augmented by things like cell phones, and the presence of drones and UAVs on the battlefield.  But then, they were written in 1979.  For the historical conflicts between 1945 and 1990, they are probably still a very good set of rules, if you like the mechanics.  I would still play them.  And I might listen to Nena or Sting while doing it.



Thursday, June 19, 2014

Theremin Thursdays - two Mashups, one musical, one wargaming


It has been a while since a Theremin Thursdays entry has been made here at Gaming with Chuck.  This entry is being made because of two different things coming together that I want to write about.  The first is a cool (actual Theremin) mashup music piece I came across, and the second is a gaming item that is as much a mashup as the first.

Mashup Number One - Musical
So the first (musical) mashup is this . . . a room full of lovely musicians, playing Beethoven's Ode to Joy, using Theremins inside Matryoshka Dolls.  It's just so wonderful . . . sort of like Astronaut Bowman looking into the Stargate and seeing all those stars. . .


So, evidently that group is a Matryomin (Matryoshka Theremin) ensemble.  I can't think of two things that are possible cooler to mashup than Matryoshka's and Theremins.  Except . . .

Mashup Number Two - Wargaming
The second mashup here is one of wargaming.  A friend of mine (Geo) and I had been talking about a couple of different 15mm wargaming projects.  These have come together in an unlikely way.

The first one was fictional forces in a modern African setting, with countries, coups, warlords, and international forces bashing over temporary objectives and unlikely ideological clashes - in short, the game "AK47 Republic" by Peter Pig.  We started assembling miniatures, coming up with backgrounds for our forces, and in general securing the ideas for a gaming setting and some battles to fight. 

The second one is wargaming with 15mm science fiction forces in the Traveller universe.  I had recently been running a table top Traveller RPG game (although only a few sessions before my schedule kicked into high gear), with details over at The Collace Rift.  Still in a Traveller mood, we started talking about wargaming - and began assembling forces, painting miniatures, talking about former battles, etc.

Then it happened - local conflicts on worlds within the Third Imperium (Traveller) resemble the brush wars described by AK47 Republic, but with the addition of some different levels of technology, and the attendant science fiction hardware.  But, what if we kept the battles MOSTLY to the tech levels of, say, 5,6,7,8 (corresponding to the military hardware of, respectively, WW1, WW2, 1960s, 1990s) - then we would be right on target for the wide variety of forces found in AK47 Republic.  But, if it was going to be in the Traveller Universe, then it needed a planet.

Enter, Margesi - a world on the edge of Imperial space, that was (until recently) contested, and controlled by the Sword World Confederation.  The world is balkanized, many a bunch of competing governments. After checking what the Traveller Wiki has to say, it appears that there are (conveniently enough) two super powers, the Kingdom of Evariidi and the People's Republic of Gome.  Having also posited that there would be any number of smaller nations, allied to one or more of those super powers, we have the third world setting of Earth, transposed to another world.  To make things even more interesting, we made the two super powers being aligned with the two interested Interstellar Governments - the Kingdom of Evariidi is the current ascendant power, and is backed by the Imperium (clandestinely), but the world's Starport (Margesi Down Station) is located within the Kingdom, and is operated by Imperial Starport Authority.  The other nation, the People's Republic of Gome (representing Brezhnev-era Soviet style rule), is backed (clandestinely) by the Sword World Confederation.

The world of Margesi, in the Vilis subsector of the Spinward Marches
The nations identified on the map are those identified by the last Imperial Interstellar Scout Service survey of the world, and most likely will include any number of smaller entities, and may have shifted or changed those listed.  The world map features hexes that are 160km across, to give you a sense of the size of the planet - somewhat smaller than earth.  Here is a list of nations.

A. Kingdom of Evariidi (major power)
B. Latavia
C. Boruckistan
D. Sinnibad
E. Siluria
F. Nordkapp
G. Geonia
H. Burland
J. Ionus Island
K. Mogumba Island
L. North Windango
M. South Windango
N. Droma
P. People's Republic of Gome (major power)
Q. Snowwald
R. Icetor
S. Sudland
T. Oakstaal
U. Pargonia
V. Zo'Osia
W. Umbongo Freistaat (free states)
X. Termania


Pictures of miniatures and military details to follow . . .


Tuesday, December 21, 2010

Cold War Commander - East Germany vs. West Germany, 1968

I got to play a game of Cold War Commander yesterday at the Hangar. We used Microarmor to do a small 1968 clash between mixed forces from West Germany vs. East Germany.
BTR-60 

 West Germans - a pair of Leopards, four M-47s and 6 squads of Infantry riding in HS-30s. Backed up by a small battery (3 tubes) of 155mm US provided artillery.
West German HS-30
East Germans - T-55s led the way, supported by a pair of vintage JS-IIs, backed up by BRDM-1s (with Saggers) and BTR-60s carrying a mix of East German infantry, and some weapons teams (12.7mm HMGs).
BRDM-1 with AT-3 Sagger

We fought over a forested area, with a lovely scenic pond in the middle of the battlefield. The M-47s were caught in the open by the T-55s, but the higher training and initiative of the West German tankers proved too much for the godless communists.
JS-II - Josef Stalin would be proud.

The pair of JS-2s tried to get the jump on the HS-30s (and destroy them before they disgorged the infantry) but the West Germans were again too fast, and they deployed out of the APCs. The East German infantry came up behind the Stalin tanks, and there was a lot of death on both sides. In a moment of terror - the West German scouting element (a couple of long range patrol infantry scouts, with a dog and some binoculars) were brutally gunned down by DDR machine gunners.
Leopard-1 - a later model, but still a lovely tank.
In the end it looked like the decadent West won the battle. More should follow as Scott and I vowed to play more of this great ruleset, and more frequently.
M-47 - in Curious "Battle of the Bulge" movie livery.

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