tag:blogger.com,1999:blog-14133863972301450102024-03-13T04:46:46.964+01:00Second Squad On MeDevelopment of the S²OM Rules for 10 mm World War II wargamingAnonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.comBlogger63125tag:blogger.com,1999:blog-1413386397230145010.post-46385794765041159912012-11-18T20:09:00.004+01:002012-11-18T20:10:44.798+01:00More SSOM playtesting in HQ Club<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYgX5xIDwiO4I5zQlNDsRl5zZIu3lNf45KFtvHK8I7GpDuRSYRay0yoqcEkX6T2lKDhe1TRy2aBkCLLY4fAEYIAxAKStf7TE9WG2mKKT4qHCSh4JQDPZTwrL-EYr3s97UsBNk9vPk8ZS4/s1600/20121117ssom-2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="212" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYgX5xIDwiO4I5zQlNDsRl5zZIu3lNf45KFtvHK8I7GpDuRSYRay0yoqcEkX6T2lKDhe1TRy2aBkCLLY4fAEYIAxAKStf7TE9WG2mKKT4qHCSh4JQDPZTwrL-EYr3s97UsBNk9vPk8ZS4/s320/20121117ssom-2.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The scenario objective. The initial assault was easily rebuked.</td></tr>
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Ben and Urbain had a go at the rules, version 0.51 or thereabout, and we used more units than the usual 3 squads a side, with the German player fielding a mix of regular troops and FSJ, supported by some StuG and Panzers, including a Panther. The US player had to defend this headquarter for 9 turns, and fielded 6 squads of Airborne, with LMG and 60 mm mortar support and 3 tanks in support.<br />
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The battle did not last very long, with the German player giving up rather quickly due to what I considered limited losses during a full on charge without any smoke cover across a 100 m long field. The rules, on the other hand, held out all the way. There were quite a few constructive comments, and the dividing line between what the rules should cover and what they should not is becoming clearer: it's useless to talk about markers, bases and so on, these are things that depend on the players and their gear. Another thing that I have to start thinking more about is a first scenario pack. The rules in themselves are near finition, even if the manuscript is not. The manual remarks, corrections and improvements now need to make it into the v1.0 rulebook.<br />
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However, for the rules to have playability, we need a scenario pack too. The first pack will definitely treat the 1944 Europe theater, with Normandy, Arnhem and Bastogne as the three turning points. We have already seen how much balancing a single scenario requires, so there will be a lot of playing in the near future.<br />
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Another project that has to be tackled in parallel is the Build Your Scenario book, which lists armylists and rarity of equipment and will propose a method for building scenarios in any scenario.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-55100647453951504772012-11-06T09:26:00.001+01:002012-11-06T09:33:17.424+01:00A new terrain piece from Crisis<div class="separator" style="clear: both; text-align: none;">
<a href="https://lh5.googleusercontent.com/-9xrCOvNA2nI/UJjI6Xhz02I/AAAAAAAAB0Y/I_pH6OnsXfY/s2048/Photo%2525206-nov.-2012%25252009%25253A21.jpg" target="_blank"><img alt="" class="alignnone" height="374" id="blogsy-1352190332937.0366" src="https://lh5.googleusercontent.com/-9xrCOvNA2nI/UJjI6Xhz02I/AAAAAAAAB0Y/I_pH6OnsXfY/s500/Photo%2525206-nov.-2012%25252009%25253A21.jpg" width="500" /></a></div>
One of the items I got at Crisis 2012 is this ruined factory n 10 mm scale. I think it'll turn out a very useful piece, and the main objective for many a scenario. I quickly slapped on some color with my drybrush, models like this don't need much to look the part. The bottom is not very straight though, I might have to look into that, either sand it down to a lesser thickness, or slope the edges a bit with spackle and chicken wire, I'll test it in operation first.<br />
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Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-34155982340257765802012-11-04T09:26:00.001+01:002012-11-18T20:11:52.495+01:00Playtesting v0.51 again<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://lh5.googleusercontent.com/-btG6wtgXn58/UJYljL1OhVI/AAAAAAAAB0I/poDWN8sOT80/s2048/Photo%2525203-nov.-2012%25252022%25253A07.jpg" target="_blank"><img alt="" class="alignnone" height="269" id="blogsy-1352017605020.4504" src="https://lh5.googleusercontent.com/-btG6wtgXn58/UJYljL1OhVI/AAAAAAAAB0I/poDWN8sOT80/s360/Photo%2525203-nov.-2012%25252022%25253A07.jpg" width="360" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Everything was about the bridge...</td></tr>
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://lh4.googleusercontent.com/-VRXGtwDypoc/UJYlfxhKhGI/AAAAAAAAB0A/kyKXPOYsygM/s2048/Photo%2525203-nov.-2012%25252022%25253A08.jpg" target="_blank"><img alt="" class="alignnone" height="269" id="blogsy-1352017605028.6467" src="https://lh4.googleusercontent.com/-VRXGtwDypoc/UJYlfxhKhGI/AAAAAAAAB0A/kyKXPOYsygM/s360/Photo%2525203-nov.-2012%25252022%25253A08.jpg" width="360" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The US advance was easily thwarted</td></tr>
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We had another at ironing out errors yesterday, with a small - and frightfully unbalanced - ruined city scenario we ran. Teun ran into an iron German defence, and did not have the troops to do the job. His platoon leader's early demise did not help. The amount of feedback generated was plentiful. Lots of work ahead there.<br />
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Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com2tag:blogger.com,1999:blog-1413386397230145010.post-85651543056063534342012-11-01T22:33:00.001+01:002012-11-01T22:33:18.568+01:00Making tokens for SSOM I have been working on som new markers for SSOM. From left to right, here are the fire session counter, with kept rate of fire on the back. Then the pinned / cowered markers. The third ones are not yet clear, and the 4 times 4 on the right are the gun malfunction / broken down counter.<br/><br/><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-right: 1em; text-align: left;"><tbody><tr><td style="text-align: center;"><a href="https://lh4.googleusercontent.com/-Eb-sE_Sk7-c/UJLpeXu4EyI/AAAAAAAABzg/Tx6Ce2V8aYA/s2048/Photo%2525201-nov.-2012%25252022%25253A12.jpg" target="_blank" style=""><img src="https://lh4.googleusercontent.com/-Eb-sE_Sk7-c/UJLpeXu4EyI/AAAAAAAABzg/Tx6Ce2V8aYA/s400/Photo%2525201-nov.-2012%25252022%25253A12.jpg" id="blogsy-1351805570476.534" class="alignnone" width="400" height="299" alt=""></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Still working on them, but here they are!</td></tr></tbody></table>
a new test game is planned next Saturday after the Crisis exhibition, and that will be the official relaunch of the development, which has been in hibernation for about a year now. I need the repeat test of v 0.5, because I want to have a clear image in my head, and my notes from last time are not good enough for that.<br/><br/> <br/><br/><div style="text-align: right; font-size: small; clear: both;" id="blogsy_footer"><a href="http://blogsyapp.com" target="_blank"><img src="http://blogsyapp.com/images/blogsy_footer_icon.png" alt="Posted with Blogsy - (c) Rudy Boeynaems 2012" style="vertical-align: middle; margin-right: 5px;" width="20" height="20" />Posted with Blogsy - (c) Rudy Boeynaems 2012</a></div>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-24572097250440471792012-10-28T18:07:00.000+01:002012-10-28T18:07:19.710+01:00Current To Do List<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2n6HJQ8kV0fad3Neq3XJ4DlaUrEnSpTfJDNeXXbGJ2sS3hJWR282g7q_W3tZ80sl7QPooPg9Fb86lqGl3jFcZMhCJnKCnl97T3pDax7gC9nT7fmREvjmllCZIghydFiB81Z2jpsoyFu8/s1600/IMG_3029.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2n6HJQ8kV0fad3Neq3XJ4DlaUrEnSpTfJDNeXXbGJ2sS3hJWR282g7q_W3tZ80sl7QPooPg9Fb86lqGl3jFcZMhCJnKCnl97T3pDax7gC9nT7fmREvjmllCZIghydFiB81Z2jpsoyFu8/s320/IMG_3029.JPG" width="320" /></a></div>
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After rereading the to-do list on basecamp, here's the items I'm going to be working on first. After getting back into the project of course. <br />
<h3>
Miniatures that need to be finished:</h3>
Trucks and APC<br />
6th German Paratroopers<br />
German SS<br />
US army troops<br />
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<h3>
Gaming Aids we still need to improve game flow:</h3>
Quick Reference Sheet (in progress)<br />
Fire tokens Rudy Boeynaems<br />Smoke tokens Rudy Boeynaems (demo version)<br />Movement tokens for vehicles (demo version)<br /><br />
<h3>
SSOM Manual (CHAPTER - Subject)</h3>
UNITS - Heavy team: firegroup of rifle team and LMG/BAR team (2 teams)<br />
UNITS - Heavy Squad: firegroup of 2 rifle teams and LMG/BAR team (3 teams)<br />
COMBAT - Mines and minefields<br />
COMBAT - Forward observer rules for artillery and mortars, also on board indirect fire<br />
MOVEMENT - Infantry movement types and influence of terrain on movement<br />MOVEMENT -Vehicular movement and influence on terrain<br />
MOVEMENT -Limbered artillery, troop transport, tank riders<br />
GAMEPLAY -Weather, wind, effects on smoke, fire<br />GAMEPLAY - Description of in game effect counters, dice, markers (secondary)Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-11918894053039518852012-10-27T14:41:00.000+02:002012-10-28T18:07:42.138+01:00Preliminary rulebook v0.5 on dropbox<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS1nnRIRRMScUofvDlIf4jiSiSFxngnTT2rGBwssqw4RESTfY72OFaQWBH7oKzAEDJdZgGvATjYotv66xPSaJaQYY6213XxZ4z7JlLpKWochzKEFyd4zBJFTqoMTnDj0a30C1qWhTbFs8/s1600/IMG_3200.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgS1nnRIRRMScUofvDlIf4jiSiSFxngnTT2rGBwssqw4RESTfY72OFaQWBH7oKzAEDJdZgGvATjYotv66xPSaJaQYY6213XxZ4z7JlLpKWochzKEFyd4zBJFTqoMTnDj0a30C1qWhTbFs8/s320/IMG_3200.JPG" width="303" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I took my stuff to the club to show some people, but it turned out I forgot my finished units. Here's why: everything is in two cases, but the finished miniatures are in this special, magnetic drawer, storage cabinet, and I simply forgot about them. Now that is perfect storage for you! Mind you, these units are not finished! It's an old photo.</td></tr>
</tbody></table>
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How time flies. After a year of being focused on Rune Quest, I will try to shift some of the loving care back in this direction. Meanwhile, I'll have to ignore the large box full of Call of Cthulhu miniatures still awaiting a base coat. <br />
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While slowly getting back up to speed after this one year lapse, I notice I have never put the last version of the rules - that's version 0.5 - online. Here it is, not yet finished, but a lot more complete than version 0.3 that had been published up to now.<br />
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<a href="http://dl.dropbox.com/u/31342564/r2_DraftComplete_v05.pdf">http://dl.dropbox.com/u/31342564/r2_DraftComplete_v05.pdf</a><br />
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I will start splitting the effort from today onwards, focusing exclusively on the rules and its effects on game play on our personal game table, rather than putting some of the effort into the effect these rules might have on other people playing with these rules. We have been paying attention at both so far, which definitely slows development down, but it is a good thing that the foundation has been created with the general player in mind. However, we now enter the realm of tiny details, and trying to invent a rule for every eventuality tunred out - and turns out - to be madness. People will have to find their own way of indicating status and so on. Since I have no intention to actually provide - sell or otherwise - game markers, I think this is only sensible. Given the limited number of followers, I think there will be little objection.<br />
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I intend to make a set of markers - it's high on the to do list - and I will use small coins with coloured dots, in a later stage I might order custom ones from Litko.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-41408281585976221282011-11-02T20:08:00.000+01:002011-11-02T20:08:16.877+01:00Table for the Crisis Demo<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5T8cOhkPLSyUmRj_Ve47ALpHcAeEn9N9KCkklMD_waMXUatoWYvBknRhYlC1CxzgiKgk4KmQ6E7mSbMOUxPWUM1aVZePAzIkS1JSZ7Lqfak3JP7pMOwJRZn-e9FakuwXOmhsT6DFFhAo/s1600/IMG_0003.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="173" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5T8cOhkPLSyUmRj_Ve47ALpHcAeEn9N9KCkklMD_waMXUatoWYvBknRhYlC1CxzgiKgk4KmQ6E7mSbMOUxPWUM1aVZePAzIkS1JSZ7Lqfak3JP7pMOwJRZn-e9FakuwXOmhsT6DFFhAo/s320/IMG_0003.JPG" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGCP6DslJ1EoRY4XLPOk5cjTXMyEqdhvIykAxVHx34aqtPONQnMmyTzCHJ8zG3wps5tV0DDfyS-AgqK4ZkW51bXVHj8zOPwtuod5ppGPQxftOVLqFBubRYk2eu8UOpvEpBv1Lunk7Pulw/s1600/IMG_0007.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGCP6DslJ1EoRY4XLPOk5cjTXMyEqdhvIykAxVHx34aqtPONQnMmyTzCHJ8zG3wps5tV0DDfyS-AgqK4ZkW51bXVHj8zOPwtuod5ppGPQxftOVLqFBubRYk2eu8UOpvEpBv1Lunk7Pulw/s320/IMG_0007.JPG" width="320" /></a></div>
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Here is the table set up for the Crisis Demo. Table size is 4" square. The terrain is simple, the scenario is as well, purpose is to show the different game mechanics, without getting bogged down in a scenario that is too big for an inexperienced player.<br />
The forest tiles have woodland scenic trees on them, river tiles hand made, roads are strips of rubber, and everything else is scratchbuilt. I might pass by the model shop tomorrow for some more bling for the roads, I'm thinking a bit of track, some trees alongside the road, electricity poles, but that depends on the time left: Friday it's over to Crisis straight from work, Saturday morning we need to finish the set-up.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-19851610237026500762011-10-13T21:34:00.001+02:002011-10-13T21:34:29.886+02:00Flocking my river tiles<br />
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<a href="http://lh4.ggpht.com/-W-0B4cSHgZk/Tpc9KM5gu_I/AAAAAAAABT8/ovdp3h2S418/s1600-h/IMG_0062%25255B2%25255D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0062" border="0" height="262" src="http://lh5.ggpht.com/-XLerl_Y2J9w/Tpc9KgRv5SI/AAAAAAAABUE/LF7mbAp0wPQ/IMG_0062_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0062" width="400" /></a></div>
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It’s time to start preparing everything for the Crisis demo. Here I’ve been finishing a few river tiles, to be used in the demo on November 5th.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-27825743989413710192011-09-25T21:05:00.000+02:002011-09-25T21:05:29.583+02:00German Fallschirmjaegers: it ain't easy<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilp53Ewukd5_pLFkNvQ7lsPnTAUUVLm8ZTY8bcDwLY_rN5l1iOA4QfDT7yzPOvV69dvMCfXxmuJCfthhkx1YUZdeWhzvFFDbWvPKvZ-E-QUD8Cx8b-fAWrh8aqCpLrf8AJ4W8YOaDynN0/s1600/IMG_0051.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="243" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilp53Ewukd5_pLFkNvQ7lsPnTAUUVLm8ZTY8bcDwLY_rN5l1iOA4QfDT7yzPOvV69dvMCfXxmuJCfthhkx1YUZdeWhzvFFDbWvPKvZ-E-QUD8Cx8b-fAWrh8aqCpLrf8AJ4W8YOaDynN0/s320/IMG_0051.JPG" width="320" /></a></div><br />
I've been painting a few bases of 6FSJ troops for my Normandy scenario, but it's not easy to get a good impression of Oak Leaf Camo here. Just taking the correct colors and wet mixing seems to give a blotchy result, and a light wash of black increases detail but tends to make the mini's quite dark, and 10 mm need more light than normal, not less. It's only after making the macro pics (these things look ugly at 14 MP) that I actually saw some stained effect I don't like too much as well. I'm gonna freshen these guys up again with some sand and try some very fine brown and green pattern, but on a dry underground this time.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-130626944112533262011-08-30T20:28:00.001+02:002011-08-30T20:30:09.410+02:00Started 6FSJ Germans<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAFy-amLQRJkxzAsl-N9MVMCVYlB-IgV4KTH1uWNNRgCjAViiCY4Kg0EnCPMxEU8mvx3g0iakOQkQUnlymE09k-rTZHT89qyNL3iXJ5prk_67Otm8KWdgTqUDdA6so00gDB42kkXv5lkU/s1600/IMG_0007+%25282%2529.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="137" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAFy-amLQRJkxzAsl-N9MVMCVYlB-IgV4KTH1uWNNRgCjAViiCY4Kg0EnCPMxEU8mvx3g0iakOQkQUnlymE09k-rTZHT89qyNL3iXJ5prk_67Otm8KWdgTqUDdA6so00gDB42kkXv5lkU/s320/IMG_0007+%25282%2529.JPG" width="320" /></a></div><div class="" style="clear: both; text-align: left;">I started basing and coating a platoon of German para's for the Bloody Gulch scenario - and others around that period - and after coating them in grey I changed my mind and went for sand color, I think it is gonna be a better base for the camo suits they are getting. Only thing I am still struggling with a little bit is the paintjob. In the same scenario I am gonna field some SS Panzer Grenadiers, and they have camouflage armor as well. There are some minor differences between their uniforms, but there is no chance I - or anyone else as visually challenged as me - is gonna be able to recognize them on a gaming table. </div><div class="separator" style="clear: both; text-align: left;"></div><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirStc167stF8dlYgO1Ek5fAiB919J2EzfV-B-I4O2dD9LfXi_7slPiLkkFt6RLibt6R6gN7yGtdyF3NiZa-j3l_VkAYJ1egHD-joTh7XP40HXdQZMIruQqEhTbs_UGThWumQCNk-AY8Yo/s1600/ssdot44Rsmall.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirStc167stF8dlYgO1Ek5fAiB919J2EzfV-B-I4O2dD9LfXi_7slPiLkkFt6RLibt6R6gN7yGtdyF3NiZa-j3l_VkAYJ1egHD-joTh7XP40HXdQZMIruQqEhTbs_UGThWumQCNk-AY8Yo/s1600/ssdot44Rsmall.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Eichenlaubmuster</td></tr>
</tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEZa96wpBQ4cnSnYS8JcGwrziHGzNLz_iztWVgLJP5vVrcwwmgukUhO5267F330ZxrQd6mLDKeEq3lwUc6Y_1aRGjHyYziVE9FH0Ab54ufhpYfMr4KOw1ubG4gkvKHcZ4ApdZZtsFRHj4/s1600/parasmocksmall.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEZa96wpBQ4cnSnYS8JcGwrziHGzNLz_iztWVgLJP5vVrcwwmgukUhO5267F330ZxrQd6mLDKeEq3lwUc6Y_1aRGjHyYziVE9FH0Ab54ufhpYfMr4KOw1ubG4gkvKHcZ4ApdZZtsFRHj4/s1600/parasmocksmall.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Erbsenmuster</td></tr>
</tbody></table>The camouflage pattern itself is different too, the FSJ have erbsenmuster camo (peas, small dots in three different colors of green) and the SS camo uses eichenlaubmuster (oak leaves), alongside a wide variety of other uniforms for commanders, support units, artillery and so on. Too complicate things further, I also am painting a number of snipers, and they are probably wearing camo uniforms as well, I still have to find out. First of all, I am going to test a few methods for painting a camo job on a 10 mm soldier. I fear on this scale, the only way to make a clear difference will be to keep the FSJ uniforms lighter, based on the sand yellow base color, and make the SSPG darker, based on a darker brown.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-77667333148414628882011-08-24T08:35:00.001+02:002011-08-24T17:48:58.708+02:00Scenario: the battle of Bloody Gulch<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.flickr.com/photos/jacques_wood/2858519909/" style="margin-left: auto; margin-right: auto;" title="Band of Brothers, The Battle of Bloody Gulch by Jacques Wood, on Flickr"><img alt="Band of Brothers, The Battle of Bloody Gulch" height="160" src="http://farm4.static.flickr.com/3069/2858519909_239d2eb877_m.jpg" width="240" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Picture by Jacques Wood</td></tr>
</tbody></table>I am preparing the scenery and units for this recreation of a battle that took place on June 13, 1944 next to the French town of Carentan. This battle took place after the 101 AB Div took Carentan and two batallions were sent east to dig in for the expected counterattack. The counterattack came, but the 6FSJ Div had support from elements from the 17 SS PzGren Div, including some armor and mechanized infantry. The attack was forceful, and when Fox company broke, they left the flank of Dog company open, causing them to start retreating as well. Easy company remained on the line alone, and took the brunt of the attack without breaking.<br />
I am preparing the troop list for the scenario, I will focus on Easy company, I don't think the system can handle more than a company per side without grinding to a halt game-wise.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-90384356275530092862011-08-21T21:25:00.002+02:002011-08-21T21:29:55.645+02:00Sorting through my Pendraken figs<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijFAvoe9s61ciRFr38A3WJ_Pk5Gwl9Tc9RL5XVgUDf-1iVwsqyQIx4XfwRI3kdOI1WtpbRX7mA7IA1JS401cbz1X5tIaZ6uwf7E7w07-SZDLhilIDVv3PG82vIJqY1ACZtmosQlMq_Mcs/s1600/IMG_0053+%25282%2529.JPG" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijFAvoe9s61ciRFr38A3WJ_Pk5Gwl9Tc9RL5XVgUDf-1iVwsqyQIx4XfwRI3kdOI1WtpbRX7mA7IA1JS401cbz1X5tIaZ6uwf7E7w07-SZDLhilIDVv3PG82vIJqY1ACZtmosQlMq_Mcs/s320/IMG_0053+%25282%2529.JPG" width="320" /></a></div>I finally started on sorting several big ziplock bags full of Pendraken 10 mm WWII infantry, a bag of regular Germans, German paratroopers, regular Americans and Airborne troops, have gathered a number of multi-compartment boxes and wrote up some cards for easy searching, coz boy, do these look similar without my glasses. <br />
<br />
I'm starting to base the units still needed for the crisis Demo we planned, and I have to make exactly what I need, time is running short, it's only two more months!<br />
<br />
Here's what I'll be preparing, basing and prime-coating this week:<br />
<br />
German Para Rifle Teams<br />
German Para SMG Teams<br />
German Para MG 34<br />
German Para MG 42<br />
German Para Mortar 80 mm<br />
German Para PSK and PF<br />
<br />
Some more Shermans<br />
StuG IV<br />
Tiger I e<br />
JagdPz IV<br />
Opel Blitz<br />
Kubels<br />
Jeeps<br />
2 1/2 Ton Truck<br />
M18 Hellcat<br />
<br />
Some German AT guns and other heavier ordnance<br />
Tank commanders + a system to be able to unbutton / button them up<br />
German snipers (somehow I failed to acquire the US ones but Germans is a fine start for early Normandy)<br />
<br />
Another platoon of US Airborne, more leaders and support, the scenario will be exclusively US Airborne, I need limits!<br />
<br />
We'll see where we go from there, I'll be working on the scenario sheet this week as well, I intend to prepare exactly what is needed for the scenario.<br />
<br />
<br />
Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-18817227849346218682011-08-20T23:28:00.003+02:002011-08-20T23:32:39.244+02:00Some thoughts on smoke effects in game<span style="font-size: small;">I found some interesting articles on smoke employment in the military during my research for a practicable in-game smoke control system: When smoke is used, how will it behave over time, and what are the factors that influence it. As with everything, this is a search for a playable compromise, we are not making meteorological simulations here. So what I want to end up with, is a simple sequence every turn to check what happens with smoke on the table.</span><br />
<span style="font-size: small;">So I went and listed up what the results in such a sequence can be, and what parameters influence the outcome. Smoke is an absolute necessity in a good tactical WW2 combat game, and it needs to be implemented well, the thing is to find the limit to realism. What parameters are most important, what others will further influence the result?</span><br />
<br />
<a name='more'></a><br />
<br />
<span style="font-size: large;">Possible smoke behaviour </span><br />
Rise: Smoke rises and dissipates<br />
Pillar: Smoke rises and forms a pillar<br />
Stable: Smoke remains stationary<br />
Expand: Smoke forms a smoke curtain downwind<br />
Travel: Smoke screen moves downwind<br />
Dissipates: Smoke is torn apart by wind and dissipates<br />
<span style="font-size: large;">Primary influences on smoke</span> <br />
<u><b><span style="font-size: small;">Wind speed </span></b></u><br />
Less than 5 knots (10 kmph) (Unfavourable for smoke employment)<br />
5 to 10 knots (Moderately favourable for smoke employment)<br />
more than 10 knots (Favourable for smoke employment)<br />
<u><b>Wind direction</b></u><br />
Determines in which direction the effects will occur. <br />
<span style="font-size: large;">Secundary influences on smoke</span> <br />
<b><u>Temperature gradient</u></b><br />
Lapse (unstable): temperature decreases between floor and 4 m altitude, causing vertical air currents and turbulence, smoke tends to break up and become diffused. Best for smoke curtains.<br />
Neutral: Little or no change in temperature between floor and 4 m altitude. Relatively suited for smoke blankets, but not the best temperature gradient for smoke<br />
Stable (inversion): temperature increases between floor and 4 m altitude, leaving the smoke lying low on the ground, very good for smoke blankets.<br />
<b><u>Humidity</u></b><br />
Low (Unfavourable for smoke employment)<br />
Moderate (Moderately favourable for smoke employment)<br />
High (Favourable for smoke employment)<br />
<b><u>Precipitation</u></b><br />
None (Unfavourable for smoke employment)<br />
Light Rain (Moderately favourable for smoke employment)<br />
Mist / Fog (Favourable for smoke employment)<br />
<b><u>Cloud Cover</u></b><br />
None (Unfavourable for smoke employment)<br />
Scattered (Moderately favourable for smoke employment)<br />
Overcast, Low Ceiling (Favourable for smoke employment)<br />
<b><u>Terrain</u></b><br />
Even (Unfavourable for smoke employment)<br />
Rolling (Moderately favourable for smoke employment)<br />
Complex Topography (Favourable for smoke employment)<br />
<b><u>Vegetation</u></b><br />
Sparse or none (Unfavourable for smoke employment)<br />
Medium Dense (Moderately favourable for smoke employment)<br />
Heavily Wooded (Favourable for smoke employment)<br />
<b><u>Time of Day</u></b><br />
Late morning to late afternoon (Unfavourable for smoke employment)<br />
Midmorning (Moderately favourable for smoke employment)<br />
Evening to Morning (Favourable for smoke employment)Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-54221885552011976712011-08-07T13:19:00.000+02:002011-08-07T13:19:45.721+02:00Remarks after the 06/08 playtest<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQhJXsKVLq2tfpR8MSI7Zl7zT-colxdNjahTDwmtuHLio5XZUCPtHs4wo6MLm0SSBN1H-za9QOPEwk2rL2DHJv5N4-4Qokeqe-3K80Qe7MZJQT2nJc71xxJjchRov8MYA05B7ffW4JfT8/s1600/IMG_0001.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiQhJXsKVLq2tfpR8MSI7Zl7zT-colxdNjahTDwmtuHLio5XZUCPtHs4wo6MLm0SSBN1H-za9QOPEwk2rL2DHJv5N4-4Qokeqe-3K80Qe7MZJQT2nJc71xxJjchRov8MYA05B7ffW4JfT8/s400/IMG_0001.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Jeroen leading a mix of the 82nd and 101st Airborne to a clear victory</td></tr>
</tbody></table><br />
<br />
Jeroen came to the club to have another playtest session yesterday. We used the version 0.3 rules, with the new close combat rules, which we gave a bit of a testing. General flow of the game went very well, apart from some "where did I put that part of the rules" moments. I clearly need an index. Also, some of the rules have been developed - mostly in calc because I have access to statistic functions there - but have not yet made it into the rulebook. Some of those I found in my little black notebook, but it all caused a significant loss of time. The QR sheet was a big improvement, but I have to make sure everything relevant is on there. The huge gameturn sequence was over the top, and it does not improve game flow awareness. From all of this you'd gather the game went down the drain, but it actually went well, the general feel is becoming very tactical, choices really matter, it's not just roll better than the opponent. <br />
<br />
Corrections and additions to the rules:<br />
<br />
The to Hit table has no area type target, which we need for smoke<br />
Area type target is not suited for concealed target, as it actually increases the hit chance.<br />
ROF revision, enter it in the manual (UNITS) and QR sheet. <br />
Infantry can only throw smoke as far as 1"<br />
PF PSK Baz Ranges and TK# in manual and QR sheet. <br />
Turn Sheet with wind indicator and weather effects overview. <br />
Malfunction markers for main gun<br />
Road yields movement bonus for vehicles, tanks only if CE<br />
Generate indexes for the next version, the manual is becoming too big to do without.<br />
<br />
Plans for the near future:<br />
<br />
Make more bocage so we can try another type of scenario with an elevated road<br />
Paint up utility vehicles, a few more tanks, and some US regular and German 6th paras<br />
Design the scenario sheets for two types of scenario's, the village outskirts and bocage attack.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-8661063521151001362011-08-04T17:38:00.000+02:002011-08-04T17:38:25.447+02:00Rules version 0.3 on dropboxIn order to facilitate preparation for playtesters I uploaded the most up-to-date version of the rules on dropbox: <a href="http://dl.dropbox.com/u/31342564/r2_DraftComplete.pdf">Find them here</a>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-56415046475774796172011-08-01T22:51:00.000+02:002011-08-01T22:51:51.426+02:00Close Combat Chapter finished<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnltYghMskqU_jDGd8nmhITDlliovXrDZdOWx22JMrQntK9OXEkkHi7fsl8EseZtzUzoQhaGdv9Zk7D0oeZMXKqFh5evIOVTopw06QeEKgTvQ6JBLlVis3b74EKd7KrTgTEoFOAZMYxRA/s1600/line_shermanTank.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnltYghMskqU_jDGd8nmhITDlliovXrDZdOWx22JMrQntK9OXEkkHi7fsl8EseZtzUzoQhaGdv9Zk7D0oeZMXKqFh5evIOVTopw06QeEKgTvQ6JBLlVis3b74EKd7KrTgTEoFOAZMYxRA/s1600/line_shermanTank.jpg" /></a></div><br />
Preparing for a dual RuneQuest role play campaign absorbed a lot of my time lately (making terrain, painting new miniatures, writing scenario's and so on ), and so it has been quite a while since I advanced with the SSOM rules. I have to press on and update the rules with all the remarks and feedback generated by the various playtests sessions, but it is a lot of work, even more so because I make a genuine effort to keep the structure of the manual intact: using styles and entering everything in such a way that generating indexes, footnotes, and table and illustration lists will be effortless. This requires a lot of discipline and slows down writing considerably, although I am confident in the long run it will make the task as lot more manageable.<br />
I finally finished the Close Combat chapter, that features rules for infantry close combat, ambushes, concealment and cover, tank overruns, infantry versus tank close combat, and more. There is still a lot more to do, though. Here is the current list of open items (Chapter in capitals) as far as the manual is concerned.<br />
<br />
<table cellspacing="0" class="todolist"><tbody>
<tr class=""firstofgroup""> <td class="todolisttitle" width="25%"><br />
</td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"><input id="item_90961874_toggle" name="item_90961874_toggle" type="checkbox" value="1" /> </td> <td><span class="content">UNITS</span><br />
<span class="content">Heavy team: firegroup of rifle team and LMG/BAR team</span><br />
<span class="content">Heavy Squad: firegroup of 2 rifle teams and LMG/BAR team</span><span class="due"> </span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"><input id="item_91445590_toggle" name="item_91445590_toggle" type="checkbox" value="1" /> </td> <td><span class="content">COMBAT</span><br />
<span class="content">Mines and minefields</span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"> <br />
</td> <td><span class="content">Forward observer rules for artillery and mortars, also on board indirect fire</span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"><input id="item_92136213_toggle" name="item_92136213_toggle" type="checkbox" value="1" /> </td> <td><span class="content">MOVEMENT </span><br />
<span class="content">Infantry movement types and influence of terrain on movement</span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"> <br />
</td> <td><span class="content">Vehicular movement and influence on terrain</span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"> <br />
</td> <td><span class="content">Limbered artillery, troop transport, tank riders</span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"><input id="item_91445606_toggle" name="item_91445606_toggle" type="checkbox" value="1" /> </td> <td><span class="content">GAMEPLAY </span><br />
<span class="content">Weather, wind, effects on smoke, fire</span> </td> </tr>
<tr> <td class="todolisttitle" width="25%"></td> <td align="center" style="white-space: nowrap;" valign="top" width="1%"> <br />
</td> <td><span class="content">Description of in game effect counters, dice, markers</span></td></tr>
</tbody></table>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-39718765220747222002011-05-22T23:39:00.002+02:002011-05-22T23:40:35.307+02:00Some cover ideas and the intro draft<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwvU7qfHYTUiNlQee20mIfwh7QjY-HNpK-JsVSSSIa7ZheIeMwyjOfH1GBcXUcHCi6JZxXne8NQF7CwnbWwkfTL2uns2WEvFDkd8Dnl1E5XKpDkOCPs1kEHhjDUo76S2IuzPXskacLBbI/s1600/FrontPage.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwvU7qfHYTUiNlQee20mIfwh7QjY-HNpK-JsVSSSIa7ZheIeMwyjOfH1GBcXUcHCi6JZxXne8NQF7CwnbWwkfTL2uns2WEvFDkd8Dnl1E5XKpDkOCPs1kEHhjDUo76S2IuzPXskacLBbI/s320/FrontPage.jpg" width="226" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYCgIdkcfG56erX5eM0-ZWGuH-hZHgSuQ4t6l7GF00_k8IJgI4lfCqspE0q5UnZv2MvTqvDqqIJDKo1czBhI6htvKUdJ3Q3YtVOWqf3VHzUxasuh9pwcYkPVltZUTTsr1fRAI_Da9Qelw/s1600/FrontPage2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYCgIdkcfG56erX5eM0-ZWGuH-hZHgSuQ4t6l7GF00_k8IJgI4lfCqspE0q5UnZv2MvTqvDqqIJDKo1czBhI6htvKUdJ3Q3YtVOWqf3VHzUxasuh9pwcYkPVltZUTTsr1fRAI_Da9Qelw/s320/FrontPage2.jpg" width="226" /></a></div>Here are two idea's for the front cover that are probably not gonna make it, but it's a start, I'm playing with styles here. The cover description is still taking shape as well.<br />
<br />
The manual is coming along fine, playtesting has been a real fount of ideas and improvements. The combat chapter is more or less finished, including close combat rules, overruns, fire groups, and different attacks, including cover fire, prepared fire, move and fire. The other chapters still are in their skeleton form, being less important at this stage of playtesting. The only other chapter taking form is the first one, the gameplay chapter. Here is the first page of the gameplay chapter so far:<br />
<br />
<a name='more'></a><br />
<br />
<h2 class="western">Game Concepts</h2><h3 class="western">What is Second Squad On Me?</h3><div class="western">Second Squad On Me is a tabletop game of WW II tactical combat. Players control miniature units representing fire teams, leaders, support weapons, vehicles, ordnance, but also heroes, snipers and head quarters. Units move across the game table, representing World War 2 terrain. The rules and tables assist in resolving movement and combat.</div><h3 class="western">Game Scale</h3><div class="western">The game is built up around the fire team, a small group of 3 to 5 soldiers, and individual vehicles. Each infantry fire team stands on a single base, as does every vehicle. Other bases represent a piece of ordnance, a support weapon team, or a variety of individuals filling specific roles, like commanders, heroes, snipers, flamethrowers, AT infantry.</div><div class="western">The game represents a squad by 2 fire teams. Different types of infantry have different quality levels, which will greatly influence the outcome of battle. They also have different roles, depending on the troop type. Engineers can lay bridges, or just blow things up. Airborne can land using a randomised stick landing system. Elite troops will – on the whole – behave bravely, and green troops will not.</div><h3 class="western">Tabletop Scale</h3><div class="western">While writing these rules, the following tabletop scales were used: infantry fire teams have a 25 x 25 mm base. Ordnance is based on a 50 x 40 mm base. Vehicles could be based on 25 x 50 mm, but we didn't base vehicles. One man units are based on round 15 mm bases. All of these size are for 10 mm miniatures. Other miniature scales could be used, and other base sizes could be used as well.</div><div class="western">On the table, 1 cm represents 10 m. 1” represents 25 m. This scale gives a tactical feel that works well. We used buildings that are over-scale, in order to allow movement within buildings. Terrain scale versus building scale vs unit scale is always a compromise in tabletop gaming.</div><div class="western">The game turn represents a 2 minute period.</div><h3 class="western">Interaction</h3><div class="western">During one game turn, both sides will move, fire, and reposition. Any turn based game will require a system that forces into sequential phases events that normally take place simultaneously. Every turn is cut into two semi-turns, one per player, and movement is completely sequential. However, during the combat phase both players will be able to fire. After two semi-turns both players will have had the opportunity to fire several times.</div><h3 class="western">A Rant</h3><div class="western"><span style="font-family: Liberation Sans Narrow,sans-serif;">These rules have been written out of frustration at the dumbing down process that seems to be going on in the gaming industry. Game rules that make no effort to discern between AFV turret and hull armor, and classify tanks as either lightly, medium or heavily armored. Game rules that allow for players to charge enemy tanks head on and hope for the best, instead of looking for an advantageous angle. Here's my vision.</span></div><h3 class="western">Realism versus playability</h3><div class="western">Any game system, tabletop or other, attempts to recreate reality by simulation. <span style="font-family: Liberation Sans Narrow,sans-serif;">Simulations attempt to replicate essential aspects of reality. Too much simulated realism will hinder gameplay. Too little will reduce enjoyment: wargamers tend to look for system that feels real, but that does not bog them down in futile detail.</span></div><div class="western"><span style="font-family: Liberation Sans Narrow,sans-serif;">In SSOM, the idea is to offer the player a choice of combat styles, to challenge the player's ability to make tactical decisions time and again. Fire APDS ammo at a tough tank? It might work, but at longer ranges precision suffers. Maybe HEAT is a better option? Should a tank stop to fire and present a better target itself? Or keep moving? It might be the better option if your tank has a gyro stabilizer. Should infantry slowly advance and fire, reducing exposure? Or lay down fire intended to protect an individual or formation making a movement by forcing the enemy to take cover? Organise your fireteams into firegroups, supported by machine gun fire for maximum effect? Or let them fire separately wearing the enemy down?</span></div>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-55083436028236068202011-05-07T20:18:00.001+02:002011-05-23T23:02:01.713+02:00The extended Sequence of Play<div><span style="font-size: xx-small;">Edited 23.5.2011</span><b><span style="font-size: x-large;"><br />
</span></b></div><div></div><div></div><div><span style="font-size: large;"><b>Initial Phase</b></span></div><ul><li>Weather change</li>
</ul><div><i>Roll dice to check whether the weather changes: precipitation, wind speed and direction, visibility might be affected.</i></div><ul><li>Smoke and Fire evolution</li>
</ul><div><i>Evaluate the influence of weather on smoke and fire. Determine fire progression and smoke evolution: does fire spread? does smoke dissolve or spread?</i></div><ul><li>Reinforcements are prepared</li>
</ul><div><i>Attacking player prepares his reinforcements and announces where they will enter, in order to warn defender of entry. That way defender can keep some firepower behind for the new troops. Otherwise defender could use up all his defensive fire before reinforcements enter the map.</i></div><ul><li>Air Strike resolution</li>
</ul><div><i>Check whether an air strike occurs, as per scenario rules, and if so resolve.</i></div><ul><li>Off Board Artillery (normally in the beginning of the scenario)</li>
</ul><div><i>If available, check for radio contact, if contact ask for spotting round, if spotting round fired correct and ask for FFE 1, 2, 3 and 4</i>.<i></i></div><div><b><br />
</b></div><div></div><div><span style="font-size: large;"><b>Rally Phase</b></span></div><ul><li>Repair broken down equipment</li>
</ul><div><i>Equipment which broke down due to a original DR of 12 can be repaired by a successful Q roll by the unit carrying it.</i></div><ul><li>Replenish ammo at HQ</li>
</ul><div><i>Units that are low on ammo or out of ammo can attempt to replenish ammo by moving towards the HQ and performing a replenishment roll (scenario dependant)</i>.</div><ul><li>Self Rally broken units</li>
</ul><div><i>Units that are broken but not yet routed may attempt a self rally. An original DR of 2 triggers a leader creation.</i></div><ul><li>Rally broken and routed units with a leader</li>
</ul><div><i>Broken and routed units that are in the command range of a leader may attempt to Rally. A leader can Rally up to two bases per Rally phase. This number is increased with the negative of the leader rating: a Q4+1 can only Rally one base, a Q6-1 can Rally three bases.</i></div><div><br />
</div><div></div><div><span style="font-size: large;"><b>Combat Phase</b></span></div><ul><li>Execute attacker prepared fire until all ROF are expired</li>
</ul><div><i>Units that perform prepared fire dedicate all their resource on firing. Units that have a ROF may fire repeatedly in this phase. Units that fire during the prepared fire phase may not move during the same turn. Units need to be marked after performing prepared fire.</i><i> It is the task of the defending player to place markers for prepared fire and ROF. If he forgets the attacker can fire again.</i></div><ul><li>Attacker moves routed units - defender may perform opportunity fire</li>
</ul><div><i>Routed units must (1)move away from the enemy (2)move into cover (3)move at normal speed. They can be fired upon by the defender. If routed units suffer a number of suppression equal to or above their Q, they are eliminated. If routed units cannot move away from the enemy, they surrender. The defender can use his ROF, and a marker must be placed once he has expended his ROF.</i><i> It is the attacking players task to place markers for prepared fire and ROF. If he omits to do so, the defending player may keep firing.</i></div><ul><li>Attacker moves broken units - defender may perform opportunity fire</li>
</ul><div><i>Broken units must move into cover, in a movement away from all enemies. They may stop their movement once they are in cover for every unit in their LOS. If they cannot move to cover in one turn, they continue moving to cover the next turn. If they can reach cover using fast movement, they may do so.</i><i> </i><i>The defender can use his ROF, and a marker must be placed once he has expended his ROF.</i><i> It is the attacking players task to place markers for prepared fire and ROF. If he omits to do so, the defending player may keep firing.</i></div><ul><li>Attacker may move and may subsequently fire with any eligible unit - defender may perform opportunity fire</li>
</ul><div><i>Movement and firing are linked. A unit must first move and then fire, suffering the advanced fire penalty. A unit can choose to remain in motion while firing. Vehicles with the ability to fire may elect to move, fire and continue moving. The defender may halt the movement at any time. The attacker may not move any more once the defender announces defensive fire. This includes changing heading. </i><i>The defender can use his ROF, and a marker must be placed once he has expended his ROF.</i><i> It is the attacking players task to place markers for prepared fire and ROF. If he omits to do so, the defending player may keep firing.</i></div><ul><li>Any defender units still eligible to fire may do so until all ROF are expired</li>
</ul><div><i>If after all movement there are still units that have not fired defensively, they may do so, expending all ROF.</i> A<i> marker must be placed once he has expended his ROF.</i><i> It is the attacking players task to place markers for prepared fire and ROF. If he omits to do so, the defending player may keep firing.</i></div><div><b><br />
</b></div><div><ul><li>Attacking player may fire with any capable unit, ROF does not apply</li>
</ul><div class="western"><i>The attacking player may fire any units that are still able to fire, suffering the relevant modifiers for fire during the advancing fire and movement. Support weapons cannot benefit from ROF, they can fire only once.</i></div><ul><li>Attacking player may advance all units one base</li>
</ul><div class="western"><i>All non-broken/routed, non-pinned/cowered units, whether they moved or fired earlier in the turn or not, may advance 1”, the side of one infantry multi man base. This advance may make a unit enter close combat versus another infantry unit, a single man counter, a piece of ordnance, or a vehicle.</i></div><div class="western"><br />
</div></div><div><span style="font-size: large;"><b>Admin Phase</b></span></div><ul><li>Remove prepared fire and ROF markers</li>
</ul><div><i>Bookkeeping segment where all markers indicating who performed prepared fire and who used up ROF are removed.</i></div><ul><li>Update the turn track</li>
</ul><i>Position the turn marker, check victory conditions.</i>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-46195208119133502332011-05-07T14:06:00.002+02:002011-05-07T14:08:06.234+02:00Presented changes after the 06/05 playtest<div class="message" id="OriginalPost"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBcEqHAaY2HRXbMyQDNm3fcLGGt1FD6DtCPGVSt_ElWBgoVEBEoceNJ7i2VOsRh7cG1gVFdIz9r1LgyS3vNeAFIV81SWIPauNMfyUfG_nvm1RkNDX2krT4vAZ4nu5lTT2Plgfe_hlOT3A/s1600/IMG_0066.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBcEqHAaY2HRXbMyQDNm3fcLGGt1FD6DtCPGVSt_ElWBgoVEBEoceNJ7i2VOsRh7cG1gVFdIz9r1LgyS3vNeAFIV81SWIPauNMfyUfG_nvm1RkNDX2krT4vAZ4nu5lTT2Plgfe_hlOT3A/s320/IMG_0066.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Kilian putting in his concealment counters</td></tr>
</tbody></table><div class="formatted_text_body rich_text"><br />
<ol><li><b>Smoke:</b> size, turn per turn evolution. requires write-up for <i>wind change</i> and therefore <i>weather</i>.</li>
<li><b>Post rout eliminiation:</b> Routed unit that suffers one shot suppression > Q is eliminated</li>
<li><b>Movement:</b> first move routers (units that must move), then broken units (units that may move) before anything else</li>
<li><b>Critical Hit:</b> Mortar (and HE by extension) original DR of 2: Resolve infantry damage on HE caliber x2</li>
<li><b>Close Combat:</b> Write-up for Overrun and Charge. Requires ATM, Mines, DC</li>
<li><b>Rate of Fire:</b> LMG -, MMG 1, Mortar 1, HMG 2</li>
<li><b>Low on ammo:</b> Original DR of 11 means Low on ammo. Another original DR of 11 means Out of Ammo. Support units disappear - absorbed by adjacent units without any game effect. Units can replenish ammo by visiting HQ if available.</li>
<li><b>Mechanical breakdown:</b> Original DR of 12 means breakdown, requires a Q roll to repair during Rally Phase. Original DR of 6 means broken down beyond repair - replace if needed.</li>
<li><b>Self Rally:</b> Broken units MAY attempt self rally. Routed units MAY NOT.</li>
</ol></div></div>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-24041243908245775372011-05-06T22:56:00.000+02:002011-05-07T14:20:30.907+02:00Playtest session May 6th.<div class="separator" style="clear: both; text-align: center;"><a href="http://lh4.ggpht.com/_1WF2CClVJTo/TcU4UNYOssI/AAAAAAAABHM/aJLPGoOua4c/s1600-h/IMG_0067%20%281024x768%29%5B2%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0067 (1024x768)" border="0" height="184" src="http://lh4.ggpht.com/_1WF2CClVJTo/TcU4Uix0OtI/AAAAAAAABHU/fiRvjF5OC90/IMG_0067%20%281024x768%29_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0067 (1024x768)" width="244" /></a></div><br />
We had another playtest session in the HQ club house. A nice opportunity to put my new buildings on the table, as well as my as yet not completely painted river tiles.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://lh6.ggpht.com/_1WF2CClVJTo/TcU4VRbPz2I/AAAAAAAABHY/jELU6Vst1n8/s1600-h/IMG_0068%20%281024x768%29%5B2%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0068 (1024x768)" border="0" height="184" src="http://lh4.ggpht.com/_1WF2CClVJTo/TcU4V5avdAI/AAAAAAAABHc/iPsPmH8Gaes/IMG_0068%20%281024x768%29_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0068 (1024x768)" width="244" /></a></div><br />
The surface of the table is not ideal, but it does the job. Here is the right flank attack developing. A Sherman on the right has already been taken out by a Panzer IV on the hill.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://lh4.ggpht.com/_1WF2CClVJTo/TcU4W4Xz0nI/AAAAAAAABHg/P92swgIT_lk/s1600-h/IMG_0069%20%281024x768%29%5B2%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0069 (1024x768)" border="0" height="184" src="http://lh4.ggpht.com/_1WF2CClVJTo/TcU4XFyyNII/AAAAAAAABHk/HjlcuhWKXNk/IMG_0069%20%281024x768%29_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0069 (1024x768)" width="244" /></a></div><br />
The Panzer IV has been eliminated. The two remaining Shermans cross the bridge and start firing on the units they suspect are hiding there.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://lh4.ggpht.com/_1WF2CClVJTo/TcU4X3l_ZaI/AAAAAAAABHo/kgXJzcTrl0Q/s1600-h/IMG_0070%20%281024x768%29%5B2%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0070 (1024x768)" border="0" height="184" src="http://lh3.ggpht.com/_1WF2CClVJTo/TcU4YlKXKFI/AAAAAAAABHs/iU9wdrGMBh0/IMG_0070%20%281024x768%29_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0070 (1024x768)" width="244" /></a></div><br />
Meanwhile, the left flank is a mess. Every attempt to cross the ford and cut the wire is repelled, and there is next to no advance.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://lh3.ggpht.com/_1WF2CClVJTo/TcU4ZTPwZLI/AAAAAAAABHw/dzO62Ndj8A0/s1600-h/IMG_0071%20%281024x768%29%5B2%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0071 (1024x768)" border="0" height="184" src="http://lh5.ggpht.com/_1WF2CClVJTo/TcU4ZlGp_aI/AAAAAAAABH0/X54iewjjmEQ/IMG_0071%20%281024x768%29_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0071 (1024x768)" width="244" /></a></div><br />
The tanks break through. The one in front is about to be ambushed by a Panzerfaust hiding in the rubble.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://lh3.ggpht.com/_1WF2CClVJTo/TcU4aSAwwKI/AAAAAAAABH4/4_n9YKDrDxk/s1600-h/IMG_0072%20%281024x768%29%5B2%5D.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="IMG_0072 (1024x768)" border="0" height="184" src="http://lh5.ggpht.com/_1WF2CClVJTo/TcU4a6bwglI/AAAAAAAABH8/-SxeNoa_Ruo/IMG_0072%20%281024x768%29_thumb.jpg?imgmax=800" style="background-image: none; border-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0072 (1024x768)" width="244" /></a></div><br />
After fifteen minutes of intense casualty taking, the CO has an idea: let’s fire some smoke.Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-53901927520997875822011-05-05T20:38:00.000+02:002011-05-07T14:20:52.710+02:00Look at my bocage!<a href="http://lh6.ggpht.com/_1WF2CClVJTo/TcP5utH4OSI/AAAAAAAABF8/UtValeAdOoA/s1600-h/IMG_0048%5B2%5D.jpg"><img alt="IMG_0048" border="0" height="184" src="http://lh3.ggpht.com/_1WF2CClVJTo/TcP5vI4rK7I/AAAAAAAABGA/49S9KfXalA8/IMG_0048_thumb.jpg?imgmax=800" style="background-image: none; border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0048" width="244" /></a><br />
I finally managed to throw together a few strips of bocage for our Normandy campaign, and I have to say I’m pleased with them! Just a strip of plastic board, bit of hardfoam on top, sprayed army green, and used the hot glue gun to flock them using the wonderful thick flock from Woodlands!Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-28566452679598242692011-05-01T21:56:00.003+02:002011-05-01T22:01:31.569+02:0010 mm bridgeIn order to complete the 3+ meters of river tiles I made, I started working on the special features: a bridge for a ground level macadam road, a bridge for a raised earth causeway, and a lock.<br />
<a href="http://lh4.ggpht.com/_1WF2CClVJTo/Tb269cZp7PI/AAAAAAAABE8/AaI4Wly3JMk/s1600-h/IMG_0035%5B2%5D.jpg"><img alt="IMG_0035" border="0" height="184" src="http://lh4.ggpht.com/_1WF2CClVJTo/Tb269lUkfaI/AAAAAAAABFA/-G1_afBpJzc/IMG_0035_thumb.jpg?imgmax=800" style="background-image: none; border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0035" width="244" /></a><br />
First step is making the two bridge sides, and make them equal. I went for a 7 mm height, to compendate for the unit bases.<br />
<a href="http://lh6.ggpht.com/_1WF2CClVJTo/Tb26-F6gDXI/AAAAAAAABFE/uMsPv7A_Bio/s1600-h/IMG_0037%5B2%5D.jpg"><img alt="IMG_0037" border="0" height="244" src="http://lh3.ggpht.com/_1WF2CClVJTo/Tb26-pkbezI/AAAAAAAABFI/Ydv47-zNtZw/IMG_0037_thumb.jpg?imgmax=800" style="background-image: none; border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0037" width="184" /></a><br />
A narrow strip of plastic to support the deck is glued in,<br />
<a href="http://lh4.ggpht.com/_1WF2CClVJTo/Tb26_NjSh0I/AAAAAAAABFM/8fhg02oMdH8/s1600-h/IMG_0038%5B2%5D.jpg"><img alt="IMG_0038" border="0" height="184" src="http://lh6.ggpht.com/_1WF2CClVJTo/Tb26__8RJ7I/AAAAAAAABFQ/fTN76QN4ZPI/IMG_0038_thumb.jpg?imgmax=800" style="background-image: none; border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0038" width="244" /></a><br />
The deck is cut out too long, and then sandpapered to size so that the road to bridge transition is smooth.<br />
<a href="http://lh6.ggpht.com/_1WF2CClVJTo/Tb27AZ_LVJI/AAAAAAAABFU/DgjQeG0QM8Y/s1600-h/IMG_0039%5B2%5D.jpg"><img alt="IMG_0039" border="0" height="184" src="http://lh5.ggpht.com/_1WF2CClVJTo/Tb27As0xEZI/AAAAAAAABFY/cceC2xuSQY0/IMG_0039_thumb.jpg?imgmax=800" style="background-image: none; border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0039" width="244" /> </a><br />
Penciling in the road and river boundaries. Using foam and card I build the river banks. Tomorrow I'm basecoating and brushing the earth tones mix on.<br />
<a href="http://lh6.ggpht.com/_1WF2CClVJTo/Tb27BffryOI/AAAAAAAABFc/qyrrOWh0IV4/s1600-h/IMG_0040%5B2%5D.jpg"><img alt="IMG_0040" border="0" height="184" src="http://lh6.ggpht.com/_1WF2CClVJTo/Tb27Bvi-6zI/AAAAAAAABFg/ayoIX2UY4_g/IMG_0040_thumb.jpg?imgmax=800" style="background-image: none; border-bottom-width: 0px; border-left-width: 0px; border-right-width: 0px; border-top-width: 0px; display: inline; margin: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;" title="IMG_0040" width="244" /></a>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0tag:blogger.com,1999:blog-1413386397230145010.post-32412758245499713672011-04-24T19:42:00.000+02:002011-04-24T19:42:12.009+02:00Set of 10 mm river tiles: phase 2<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8PcqKHHevyiUl8Id8Mt_Kssnp0j_MLuPb6IYFpGUu0GcqTWQspK6jFkFijEyPeF0pmhmr7jt2Whxw0U6qZcYOWCjUHGbb3c8FwBw0wW1QbcVVfFZbZ1SNuIAZb8vO9ou5g-KaoxtIlg0/s1600/IMG_0003+%25282%2529.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="145" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8PcqKHHevyiUl8Id8Mt_Kssnp0j_MLuPb6IYFpGUu0GcqTWQspK6jFkFijEyPeF0pmhmr7jt2Whxw0U6qZcYOWCjUHGbb3c8FwBw0wW1QbcVVfFZbZ1SNuIAZb8vO9ou5g-KaoxtIlg0/s320/IMG_0003+%25282%2529.JPG" width="320" /></a></div>All of the regular tiles have been constructed, plastered, based and painted in a mic of browns and greens, and then covered with a thick layer of home made burnt umber terrain wash - and STILL there is some foam peeking through - but nothing that the subsequent flocking will not take care of. But before flocking I am going to carefully paint the river bed white, and then gently wash with greens and blues, topped of with a good strong gloss varnish. Some pieces are still in the pipeline: The bridge + road crossroad, the river + stream junction, and the lock for the Carentan scenario (and any other scenario where a lock is needed, of course). All combined that's over 3 m of river!Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com1tag:blogger.com,1999:blog-1413386397230145010.post-35891755396979075612011-04-23T21:31:00.000+02:002011-04-24T19:43:07.823+02:00Some Pendraken 10 mm ruined houses painted<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFJDlubXFU5rN6MylIjxsNkNSZ5AK3XWppvrOANmt9t2BWuoFpwvWI_Pnxp5i59vfEkfCPdrJ7sV_LHeZPMBuMjQSaaVz5m-gnHQS7Vms57bShM24r7ItKX924DAOOlxGVbfsoeDRlHA/s1600/IMG_0002+%25282%2529.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="263" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhUFJDlubXFU5rN6MylIjxsNkNSZ5AK3XWppvrOANmt9t2BWuoFpwvWI_Pnxp5i59vfEkfCPdrJ7sV_LHeZPMBuMjQSaaVz5m-gnHQS7Vms57bShM24r7ItKX924DAOOlxGVbfsoeDRlHA/s320/IMG_0002+%25282%2529.JPG" width="320" /></a></div>Here are house #1 and #2 from Pendraken after cleaning up and painting. This turned out to be simple and straightforward. The houses both feature a narrow rim which I suspect was originally intended to support a remnant of the second floor floorboard. I'm definitely going to make a bit of floorboard and try that out. Apart from that, the pictures reveal some details I have got to take care of, and then these are ready for battle!Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com1tag:blogger.com,1999:blog-1413386397230145010.post-60815616903905012772011-04-22T23:24:00.000+02:002011-04-24T19:42:49.190+02:00Fieldworks 10 mm ruined buildings pre-flock<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN2bDI92C38rqiMLLIkyEvwal6A9fSW07gHL9e3GPxbuuFoZV9VtKYkw6sLytf_DRYRLI8TriftWY5irx2GYQApnBv1aFh8jtkL6TJYLbCFbp-T2FgQH1_0Kiq8sZliNPpCDpyPcfniPc/s1600/IMG_0001+%25282%2529.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="172" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiN2bDI92C38rqiMLLIkyEvwal6A9fSW07gHL9e3GPxbuuFoZV9VtKYkw6sLytf_DRYRLI8TriftWY5irx2GYQApnBv1aFh8jtkL6TJYLbCFbp-T2FgQH1_0Kiq8sZliNPpCDpyPcfniPc/s320/IMG_0001+%25282%2529.JPG" width="320" /></a></div>Still have to paint in a few details and flock the macadam around the houses, but that's about it.<a href="javascript:void(0)"> </a>Anonymoushttp://www.blogger.com/profile/12270347372734873983noreply@blogger.com0