Sunday, September 25, 2011
German Fallschirmjaegers: it ain't easy
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.
Tuesday, August 30, 2011
Started 6FSJ Germans
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.
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Eichenlaubmuster |
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Erbsenmuster |
Wednesday, August 24, 2011
Scenario: the battle of Bloody Gulch
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Picture by Jacques Wood |
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.
Sunday, August 21, 2011
Sorting through my Pendraken figs
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.
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!
Here's what I'll be preparing, basing and prime-coating this week:
German Para Rifle Teams
German Para SMG Teams
German Para MG 34
German Para MG 42
German Para Mortar 80 mm
German Para PSK and PF
Some more Shermans
StuG IV
Tiger I e
JagdPz IV
Opel Blitz
Kubels
Jeeps
2 1/2 Ton Truck
M18 Hellcat
Some German AT guns and other heavier ordnance
Tank commanders + a system to be able to unbutton / button them up
German snipers (somehow I failed to acquire the US ones but Germans is a fine start for early Normandy)
Another platoon of US Airborne, more leaders and support, the scenario will be exclusively US Airborne, I need limits!
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.
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!
Here's what I'll be preparing, basing and prime-coating this week:
German Para Rifle Teams
German Para SMG Teams
German Para MG 34
German Para MG 42
German Para Mortar 80 mm
German Para PSK and PF
Some more Shermans
StuG IV
Tiger I e
JagdPz IV
Opel Blitz
Kubels
Jeeps
2 1/2 Ton Truck
M18 Hellcat
Some German AT guns and other heavier ordnance
Tank commanders + a system to be able to unbutton / button them up
German snipers (somehow I failed to acquire the US ones but Germans is a fine start for early Normandy)
Another platoon of US Airborne, more leaders and support, the scenario will be exclusively US Airborne, I need limits!
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.
Saturday, August 20, 2011
Some thoughts on smoke effects in game
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.
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?
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?
Sunday, August 7, 2011
Remarks after the 06/08 playtest
Jeroen leading a mix of the 82nd and 101st Airborne to a clear victory |
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.
Corrections and additions to the rules:
The to Hit table has no area type target, which we need for smoke
Area type target is not suited for concealed target, as it actually increases the hit chance.
ROF revision, enter it in the manual (UNITS) and QR sheet.
Infantry can only throw smoke as far as 1"
PF PSK Baz Ranges and TK# in manual and QR sheet.
Turn Sheet with wind indicator and weather effects overview.
Malfunction markers for main gun
Road yields movement bonus for vehicles, tanks only if CE
Generate indexes for the next version, the manual is becoming too big to do without.
Plans for the near future:
Make more bocage so we can try another type of scenario with an elevated road
Paint up utility vehicles, a few more tanks, and some US regular and German 6th paras
Design the scenario sheets for two types of scenario's, the village outskirts and bocage attack.
Thursday, August 4, 2011
Rules version 0.3 on dropbox
In order to facilitate preparation for playtesters I uploaded the most up-to-date version of the rules on dropbox: Find them here
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