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Although the box is dated from 1776 when the Continental system came in there are many
regiments from 1775 that can be built and are included in the painting guide. A full
painting guide, flags and unit bases are also included.
Masters in Miniature
by Alan and Michael Perry
Coming Soon!
29.50 +P&P
This is a fully illustrated book covering all our ranges from Crusades to World War 2, shown
in action. The book opens with a forward from Rick Priestley and concludes with a brief
biography of us (!) by Henry Hyde. Published by Atlantic Publishers
Also available
ACW 90 American
Civil War Artillery
Over 370 colour photographs (the culmination of six months of photography) fill this lavish 160 page hardback book.
All orders and cheques by post: Perry Miniatures, PO BOX 6512, Nottingham NG7 1UJ. Cheques made payable to Perry
Miniatures. All major credit/debit cards accepted. Please add postage & packing: UK 12%, Europe 17%, Rest of World 20%.
Our website has a secure online ordering service.
Also available from Dave Thomas at shows around the country.
contact us at : perryminiatures@aol.com
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2You can
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MINIATURE WARGAMES
with BATTLEGAMES
ISSN 0266-3228
Published monthly by
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Publisher: Trevor Ridley
Editing and Design: Henry Hyde
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A full list of available back issues appears on our
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Distributors
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Australia
Mainly Medieval, PO Box 189, St Peters, NSW 2044.
Tel (02) 9519 2131 www.mainlymedieval.com
Denmark
Models & Hobby, Frederiksborggade 23 DK-1360,
Kobenhavn K.
Tel 3314 3310.
Italy
Strategia e Tattica,Via Cavour, 250, 00154 Roma.
United States
On Military Matters, 31 West Broad Street,
Hopewell, NJ 08525
Tel 609 466 2329, Fax 609 466 4174
www.onmilitarymatters.com
Other territories
Representation invited.
Reviews:
Manufacturers and publishers are invited to send
figures, kits, books and rules for review to the editorial
office. However, we prefer items to be sent direct to
reviewers to save time and postage please contact
the Editor for our official reviewers list.
Atlantic Publishers Ltd 2014
All rights reserved. Material is only accepted on the
understanding that there are no copyright restrictions.
Although every care will be taken, all materials
submitted are at the owners risk and Atlantic
Publishers cannot be held responsible for loss or
damage however caused. Copyright on all materials
in this magazine remains vested in the Authors and
Atlantic Publishers. Reproduction of the whole or any
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Atlantic Publishers and the Editor cannot be held
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I N S H O P D I G I TA L M O B I L E A P P
CONTENTS
Briefing
The Editor
6 Forward observer
Neil Shuck, UK
10 Steaming ahead
Diane Sutherland, UK
15 Fantasy facts
John Treadaway, UK
21 Threat generation
Martin England, UK
29 Send three and fourpence
Conrad Kinch, Ireland
30 Ogre
Ashely Pollard, UK
38 Fighting for Featherstone
Henry Hyde, UK
45 Keep lunch warm: Klissow 1702
Nick Dorrell, UK and Per Broden, Sweden
55 Command challenge:Yakhroma 1941
Andrew Rolph, UK
65 Recce
Our review team
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Henry Hyde
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2nd-4th May
Border Wars
Overland Park Ramada
7240 Shawnee Mission Parkway
Overland Park,
Kansas USA
www.hahmgs.org/bw2014.html
3rd May
Legionary
3rd May
Matford Centre
Exeter EX2 8FD
www.exmouthwargames.org.uk
3rd May
Mayday
Riverbend Community Centre
258 Rhatigan Road East NW
Edmonton
Alberta T6R 2P7
Canada
www.maydayconvention.com
10th May
Carronade
Graeme High School
Falkirk FK1 1SY
www.falkirkwargamesclub.org.uk
16th-18th May
CanGames
Rideau Curling Club
715 Cooper Street (at Percy)
Ottawa
Ontario, Canada
www.cangames.ca
16th-18th May
Huzzah!
Double Tree by Hilton Hotel
363 Maine Mall Road
South Portland
Maine, USA
www.huzzahcon.com
17th-18th May
Triples
The English Institute of Sport
Coleridge Road
Sheffield S9 5DA
www.sheffieldwargamessociety.co.uk
22nd-25th May
Nashcon
Franklin Marriott Cool Springs
700 Cool Springs Blvd
Franklin
Tennessee 37067, USA
www.hmgs-midsouth.org/conventions/nashcon
23rd-25th May
San Marino Game Convention
Best Western Palace Hotel
Via Cinque Febbraio
San Marino
www.dadiepiombo.com/dadicom.html
23rd-26th May
Kublacon
Burlingame Hyatt Regency
1333 Bayshore Highway
Burlingame
CA 94010, USA
www.kublacon.com
Please note that this list is far from
exhaustive. For details on more events, we
recommend the Wargames Calendar on
the Newark Irregulars website at
http://www.newarkirregulars.org.uk/
With thanks to Steve Gill for compiling the diary.
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TWO YEARS ON
Im sure that there were more than a few
raised eyebrows last year when the Perrys
unveiled their intention to produce new
plastic box sets of 8th Army and Afrika
Korps (probably with the exception of
those gamers who suffered their first
taste of victory or defeat whilst fighting
with their 1/32nd Airfix soldiers across
the bedspread). However, once again,
the twins have shown that all they touch
seemingly turns to gold (or in this case,
sand). In the past two years they have
produce a sizeable range of British, Italian
and German troops and vehicles for this
theatre, plus sourcing a nice range of resin
vehicles from Blitzkrieg Miniatures.
Not to be outdone, Warlord has
produced a large range of resin and metal
vehicles for the Western Desert (plus the
odd motorbike and anti-tank gun), all
of which means that its currently a very
good time to be a gamer of the Western
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BETTER LATE
THAN NEVER?
Its been several years since the start of the
hard plastic miniature revolution and its
seeming myriad of boxes of Napoleonic
infantry. Whilst we saw a lot of boxes of
troops, the British forces available were
always multi-part and thus potentially
time consuming to construct.
Now Warlord have released the latest
in their plastic box sets of Napoleonic
troops in March Attack pose the
British of the Peninsular and Hundred
Days Wars have joined their French,
Prussian and Russian brethren. Whilst
these miniatures offer less in the way of
pose variation, they do offer simplicity
of construction (only three pieces each)
for those gamers who want to build their
armies quickly and relatively cheaply.
Both boxes offer 30 troops in total,
including six metal command figures.
This for slightly less than the Victrix box
set (which offers 52 figures, all plastic) or
the same price as the Perrys box set (40
figures).
Since the Perry & Victrix box sets
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WHEN BIGGER
WAS BETTER
Before Saga dragged me back (not really
kicking and screaming) into gaming
with 28mm miniatures, I actually gamed
the majority of my skirmish games in
40mm I was a big fan of the scale (pun
probably intended!).
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NEW
28mm
Mesoamerican
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Aztec range
NEW 28mm
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NEW
28mm
Mesoamerican
Mesoamerican
Montezuma
Painted by
Andy Taylor
NEW 28mm
Napoleonics
NEW 28mm
Conquistador
Jaguar Warrior
Painted by
Andy Taylor
NEW!
Command figures
Murat on foot
Painted by
Andy Taylor
Pedro Alvarado
Henan Cortez
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Steaming ahead
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The hull with the positions of the cabin and chimney stack marked.
Use a based figure to make sure you have sufficient fighting room.
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The cabin structure nearly completed with the windows and doors being
stuck into place.
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the back of the boat. I opted to have the card finish in line with
deck, but you may want to have a slight lip. About a quarter to
half an inch is ideal.
Use thin card (about the thickness of a cereal packet) and cut
out your rectangles. Give it a test-fit first. When you are happy
with it, liberally coat the card with all-purpose adhesive. Let
it rest for a couple of minutes. Carefully wrap the card around
the hull. It should stick pretty well, but I would recommend
inserting dress-making pins. These will fix the card nice and flat
and give you a chance to detail the sides of the hull with little
rivets here and there. Two or three at the end of each section
of card, the same around acute corners and a couple at the front
should do it.
Repeat the process for the rear of the boat. Now measure the
gap either side of the hull between the two sections of card. No
matter how careful you have been, you will find they are slightly
different lengths! Test fit it to make sure the height of the card
matches the two pieces already glued to the hull. Glue and pin
the card to the side of the boat.
The next job is to focus on the paddles. Line up the
cardboard tube with the back of the boat. My tube was about
2" in diameter. The tube length needs to be slightly less than
the width of the boat. Cut the tube and then use foam core
to create a pair of plugs for each open end of the tube. Punch
a hole in the centre of the foam core circles. I added a metal
washer to strengthen the area around the hole. The washer will
also act as a guide for the paddle struts.
Cut six lollipop sticks (about 2" long) and stick them at even
intervals around the washer. Make sure that you match the
spacing exactly on the other side of the paddle wheel. I then
undercoated the wheel and struts with grey paint.
Drill a hole either end of another lollipop stick and assemble
the struts that will fix the wheel to the hull. I used the top of a
The completed and dry brushed paddle wheel assembly ready for a final
fitting to the hull.
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Tournaments
Games
Osprey Publishing
Join the thousands of gamers who will meet at the Fredericksburg Exposition Center
Convention Plaza in Fredericksburg, Virginia, USA on July 17-20 for HISTORICON 2014.
For more information and the latest convention updates, visit WWW.HISTORICON.ORG
HISTORICON is produced by the Historical Miniatures Gaming Society, HMGS Inc.tm
MINIATURE WA R GA M E S
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Fantasy Facts
EDITORS NOTE
Johns a talented chap, so unless stated otherwise, take it as read that he
assembled, painted and photographed all of the items shown in his column.
MINIATURE WA R GA M E S
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cyano glue without issues. Price wise, the Galacteers seem to fall
between $4 and $4.50 (the engineer was the latter price) but the
ladies are around $6.50 each or $18 for the Rocket Sled, with a
slight saving if you buy three for $48.50. Im not sure why the
single ladies are more expensive than the single chaps. Perhaps
thats just the nature of ladies!
BRIGADE
Brigade Models www.brigademodels.co.uk sent me some new
15mm SF releases, mostly from their Euro-Fed range, but some
other items as well. The Euro-Fed releases include two variants
on their (previously reviewed in this column) Montsabert tank
hull, an ACV hover AFV. One is an MLRS missile turret and
the other is a low slung tank destroyer. The latter, called the
Gallieni, has a modified hull with a super-structure moulded
on the top where the turret ring usually sits and a big gun (8).
The MLRS (the Weygand rocket launcher) has a three-part
box turret cast in white metal with missile nose cones moulded
onto the front panel. This sits on a standard Montsabert hull.
Next up is a Turret Bunker: this resin structure, sloped
and rectangular with buttresses and a small armoured door,
comes with optional tank turrets from Brigades various ranges
(mine was supplied with one of the German turrets, but most
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A Turret Bunker
with a German type
turret by Brigade
Models. Inset are
other turret options.
Pictures supplied by
manufacturer.
MINIATURE WA R GA M E S
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CLEAR HORIZON
My other selection of samples from the US this month came
from Clear Horizon www.clearhorizonminiatures.com. They
have been making big inroads into the now well established
15mm SF market and have sent me the latest additions to their
Helldivers figure range with two of their VTOLs: a Sparrow
Hawk and a Raven. First off, what I do like about Clear
Horizon is their presentation. The figures come in nice little
blisters with a coloured card behind them and the two flyers
are bagged with again a nice little card. They were also
accompanied by some coloured unit cards for use with Gruntz
rules. I know that these things arent fundamental to the models
themselves but I applaud the attention to detail from such a new
and small time manufacturer.
But what about the actual models? Well, like their drop pods
I reviewed a couple of months back, they are both very well
cast and come in lots and lots of fine resin bits. The Raven is
some 130mm long and has two stub wings and a tail plus two
shoulder mounted engines. It has under-wing stores and an
area in the rear for personnel with a ramp to allow egress. I
think you can model the undercarriage deployed or folded and
you can have the ramp up or down but there are
a couple of items that I cant easily locate
positions for on the model: what it really
needs is an instruction sheet!
The Sparrow Hawk is a smaller bird
around 90mm long with a flat panel tandem
cockpit rather than the smoother one on the
Raven. This like its bigger brother has a
chin gun, but no room for passengers inside.
Instead, the brave Helldivers can ride on the
outside above the fixed landing skids, sitting on ledges!
Both the Sparrow Hawk and the Raven have rotating
engines; you can stick them in position, as I have done, or get
clever with magnets for play value when mounting.
And talking of Helldivers and VTOL riders, the manufacturer
sent me some packs of the latest in the Helldiver range of
armoured infantry. Wearing their tight-fitting suits, I think the
best of the bunch are the six character poses in the Omega
Squad. These have their helmets off and are in some striking
poses: one with his main weapon slung and a pistol, one talking
and chewing a cigar with his weapon held up and resting on
his hip. Another couple are crouched. But the riders for the
Sparrow Hawk are good too: six figures in a sitting position (six
riflemen and a sniper) and useful for a variety of roles wherever
a sitting figure could be put to good use. All of the Helldivers
come with separate backpacks and the Omega Squad has some
separate weapons to add in the slung position.
Price wise, the Sparrow Hawk is $15.99 and a Raven $21.99.
The Omega team and the insertion team for the Sparrow Hawk
are both $5.99. I think that makes them excellent value and the
resin flyers are certainly some of the best Ive seen.
18
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MONKEY BUSINESS
Ainsty www.ainstycastings.co.uk sent me a mounted Ape Patrol in
28mm. Saddled on regular horses (two different ones) you get,
not surprisingly, six assorted simians in a very Planet of the Apes
style. There are four types, two of a fella waving his carbine,
two of them with the carbine across the horses neck, one with
the carbine down at his side and one leader with a big helmet
and holding what looks suspiciously like a silenced Ingrams sub
machine gun. Details good: the carbines are M4s, so I guess
that makes them Mark Wahlberg rather than Charlton Heston
monkeys and for 27 theyre all yours.
Top: Sparrow Hawk by Clear Horizon Miniatures.
Above: Raven dropship by Clear Horizon Miniatures.
Below: Omega Squad by Clear Horizon Miniatures.
All pictures supplied by manufacturer.
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www.cobridgeoldcontemptibles.co.uk
FRee
Fundraising for
40mm figure
for the first
25 visitors
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Colonel Bills
Home of the Depot Battalion
figures, mdf bases & accessories
www.colonelbills.com
20
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Threat generation
Panthers, Panzer General and the Close Combat series all do this
and provide a game impossible to recreate with miniatures. This
is a great shame, because although I really enjoy my computer
games, they just do not provide the visual and tactile pleasure of
a tabletop game, with good scenery and the satisfaction of seeing
the hours of effort put in to building and painting both scenery
and forces translated into actual combat.
I have always enjoyed regular wargaming against a live
opponent, and although often outwitted, out-thought and
thoroughly beaten, I have never managed to achieve that level
of tension and complete surprise that you get in a computer
game, that results from fighting a totally hidden enemy. We
have tried dummy units, event cards and even programmed
scenarios, but they have always only been partially successful
dummy units are still reacted to, as they cannot be ignored and
may be real; and event cards are okay, but as my opponent and
I have written them, we know what to expect, if not when! And
programmed scenarios inevitably follow a script.
It appeared to be an impossible dream: to create a mechanism
whereby I could recreate the advantages of a computer game
on the tabletop, with this mechanism able to be used either
in a solo game or with an opponent to provide totally hidden
units and recreate a level of tension
and surprise as intense as a good
computer wargame. I just never had
the time to devote to the problem
and anyway, I thought, it is
probably not achievable and will be
a waste of time.
Enjoying now a thoroughly
deserved retirement from the
military, it is only in the last few
months that I have found the time
to really think about the problem
again, and at long last, I believe
I have found a mechanism that works: the Threat Generation
System or TGS.
I began by breaking the problem down into its simplest
components. As a commander in the field with a task to carry
out be it advance to contact, defend a location or any other
mission there are really only three basic things I need to know
about the enemy, or the threat in military speak:
What is it? (Tanks or infantry, A/T gun etc)
Where is it? (In what direction and at what distance)
What is it doing? (Moving in the open, dug in, retreating etc)
It is then up to me as the commander to deal with this
perceived threat.
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ground to the south west of the village and provide cover for
the infantry as they entered the village, as well as providing
covering fire to the west. At the same time, my recce infantry in
the Bren carriers would advance up the hill to their front and,
on reaching the summit, observe the village, radio back if clear,
and I would then send in the lorry-borne infantry to occupy
the village. The Crusaders could then advance to the end of the
table. Game over. Superb plan, what could possibly go wrong?
Game turn 1: nothing to report, both Crusaders and Recce
Infantry advancing.
Game turn 2: the Crusaders spot a German infantry platoon
advancing towards them at a distance of about 750 metres. The
German infantry have not spotted the Crusaders. The Crusaders
watch and wait to see what the Germans are doing, hoping they
will get just a little closer.
Game turn 3: the German infantry continue to advance
towards the Crusaders, who open fire and, taking the Germans
completely by surprise, inflict some serious casualties. The
German platoon goes to ground. On reaching the crest of the
hill, my recce troop in the Bren carriers is spotted by another
German infantry platoon which is dug in on the hill to the
north of the village. A firefight starts between the Bren carriers
and this platoon, with little effect on either side. The recce
platoon dismounts and moves into good firing positions with
the carriers providing cover fire.
Game turn 4: the first German infantry platoon caught in
the open by the Crusaders continues to take casualties and stays
down and pinned. The second German platoon takes some
casualties from the recce platoon, which is on higher ground.
Game turn 5: I now decide to bring on my lorried
infantry, with me leading the way in my Jeep. It is now that
the Germans spring their ambush another German infantry
platoon is dug in, in good cover, just 300 metres to the north of
where my convoy enters the game board. I dont even see the
Germans, but they pour fire into my lorries, setting two on fire
immediately. My survivors abandon the remaining vehicles and
dive into the ditch to the left of the road. My radio, of course,
remains in the by now burning Jeep!
In the distance, the Crusaders keep inflicting casualties on
their pinned German platoon. The recce troop are now locked
in a firefight with the German platoon to their north, and I am
unable to contact either them or my artillery support.
End of game turn 5, the map situation was as in Map 2.
Unable to contact either the Crusaders or the Bren carriers, I
just had to hope they would spot the burning lorries and Jeep to
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their rear and come to the rescue. Could I now win? I had no
infantry to occupy the village, so I stood up and put my hands
in the air. (Actually, I reset the game and restarted with the same
forces to have another go!)
Was it a little unrealistic to have missed the dug in German
platoon that ambushed me? Or perhaps a little too realistic? The
German infantry platoon had been dug well in to the east of
the village, perhaps to delay the British advance. They had let
the Recce unit pass, (as a good ambush would). The Crusaders
were too far away and were not a viable target. But a soft vehicle
convoy, led by an obviously incompetent officer in a jeep was far
too tempting a target to resist! And, if an infantry platoon is well
dug in, they are very difficult to spot, especially from moving
vehicles.
I restarted the game and just managed a not too convincing
victory this time by game turn 10. It was a lot closer second
time around, and my artillery saved the day by pinning down
the German infantry as they were spotted. I still took far too
many casualties whilst advancing, having run into a couple of
dug in AT guns as well as a couple of PzIIIs this time. But it was
a really enjoyable and tense game.
I have since played several more games using the TGS, using
both Flames of War and Bolt Action, but the system will work with
any ruleset, and each time the games have been exciting, tense
and have never turned out as expected. With each game played,
I have tweaked the TGS a little and can thoroughly recommend
the system. So, how does it work?
The first thing to do is to make a Unit Card for each enemy
unit. I use small 2" x 2" cards and write the type of unit on each
of them. For example, for Flames of War, which is platoon-based,
I write PzIIIJ Platoon or PAK 40 or Regular Infantry
Platoon, for example; or, for Bolt Action, which are single
vehicle based, they might be Regular Infantry Section or
Pz IVH. I also write on these cards basic details for each unit
according to the rules I am using, which helps to speed up the
game and saves constantly looking up unit or vehicle stats. For
example (Flames of War):
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the Arab village example, I would add three more blank cards,
one for the Crusader platoon, one for the Bren recce platoon
and one for the lorry-borne infantry platoon.
Now shuffle the cards once again.
The number of cards is important, as this is the length of the
game. Once all cards have been drawn, play out this game turn
and one more turn, obviously without drawing cards, and then
the game ends.
At the end of each of your units moves during the game,
one of these cards is drawn. If it is a blank, it is discarded; if a
unit is shown, then the TGS system is used. It is important to
understand that a card is drawn whatever action your unit has just
completed. Drawing a card is not about spotting an enemy unit
it is about activating the TGS or not. Why is this important?
Well, you may have one of your units ending its turn by
cowering in a ditch, or reversing out of a smoke screen (sounds
familiar?), and the only action that unit can take is to attempt to
rally, but it still draws an enemy unit card. Why? Because the last
thing you want is to activate another enemy unit whilst in this
condition and that is exactly what may happen!
Having activated a unit, we now know the what; the next
step is to find out the where. For this, we need our TGS
device. This is called the Direction Finder (DF).
23
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Small vehicle
Artillery or
large A/T
(88mm+)
A/T Gun
Infantry
Infantry A/T
Team or MG
team or sniper
team or
observation
team
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Initiative Table
Roll 1D6 for friendly unit, 1D6 for enemy.
Higher score has initiative.
Tank/Large
AFV/
Truck/
Limbered
Artillery
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How far is
it? D6
What is
it doing?
Edge
of
table
1
750M
2
500M
3
250M
4
100M
5
50M
6
Moving
1,2
75 or
below
80 or
below
85 or
below
90 or
below
95 or
below
98 or
below
Stationary 3
65
70
75
80
85
Dug in/hull
down 4, 5, 6
60
65
70
75
Moving
1, 2, 3
70
75
80
Stationary
4, 5, 6
60
65
Ready to fire
in soft cover
1, 2, 3, 4
20
25
stationary
+2
+2
elite or veteran
90
-2
moving
80
85
-3
85
90
95
-2
raw
70
75
80
85
35
85
95
98
+2
+3
+2
+2
stationary
-2
moving
+2
elite or veteran
-2
raw
Ready to fire
dug in or hard
cover
5, 6
15
20
25
60
85
95
Ready to fire
in soft cover
1, 2, 3, 4
10
15
20
60
85
95
Ready to fire
dug in or hard
cover
5, 6
10
15
40
70
90
Moving in the
open
1, 2
75
80
85
90
95
98
Stationary
(soft cover)
3, 4, 5
65
70
75
80
85
90
If the activated enemy unit has the initiative, it will open fire
if within its maximum range at the nearest best target.
Resolve this fire.
Dug in or
hard cover
6
20
25
35
60
80
95
Moving
1
70
75
80
85
90
95
Stationary
(soft cover)
2, 3, 4, 5
10
15
20
25
30
35
Stationary
(hard cover)
6
10
15
20
25
30
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*where more than one target is available. Choose the best target e.g.
tank target for A/T or tank, infantry target for sniper or MG.
The unit fired on (not necessarily the unit that activated the
enemy) may not have seen where the shot or shots came from
and must now attempt to spot the enemy unit.
Roll percentage dice and again consult the What and Where
Table. For example, if attempting to spot a hull down tank at
a range of up to 500m from the targeted unit, a score of 70 or
below is required.
The following modifiers are used:
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A DETAILED EXAMPLE
-20
-10
if sub-88mm gun
-10
if infantry
+30
Game
+40
if MG
-40
-25
-25
Game
So, here now is the advance on the Arab village scenario in a bit
more detail to give a few examples of the TGS and associated
rules in progress.
turn
turn
2.
I moved the Crusaders again and drew an enemy unit card. The
card was Infantry Platoon. I rolled 10 on the DF and I threw
a 2 for distance from the edge of the DF (750m). I placed the
infantry unit card 15" (1" = 50m in these rules) in the 10
sector, which is to the SE of the village.
Next what is it doing? I rolled 2, so it was moving in the
open. I therefore needed to throw another dice on the DF for
direction. I reversed the DF and rolled 8. They were advancing
towards my Crusaders. Not so good for the German infantry!
I now rolled for initiative. The Crusaders threw high, the
Germans low. The Crusaders won the initiative and attempted
to spot the infantry. If the Germans had won the initiative, they
could have opened fire on the Crusaders, (unlikely), or gone to
ground (more likely). The Crusaders had a base chance of 85%
of spotting infantry moving in the open, -25% because they
were moving. They needed to score 60% or less and did so. They
could have fired on the German infantry, but decided to wait in
ambush.
Next, I moved the Bren gun recce platoon, drawing an
enemy unit card. Another German infantry platoon. I rolled 11
on the DF and 1 on the distance table. This placed them on the
edge of the table in the 11 sector. I placed them on the hill
to the NE of the village and in line with the recce platoon that
had advanced up the hill. On the What are they doing table, I
rolled a 3, which placed them in soft cover. I placed this units
card on the table as the Bren carrier recce platoon had still to
spot them. I now rolled for initiative. Recce platoon rolled a 4,
plus 2 as they were a specialist recce team, which gave them 6.
The Germans also rolled a 4, +1 because their best target (recce
platoon) was at long range and +2 because they were stationary,
giving them 7. The Germans won the initiative and opened up
with all weapons at the Bren carriers. They managed to suppress
the carriers, but inflicted no casualties. The recce platoon now
attempted to spot the German platoon. The German platoon
was 700m from the recce platoon, giving a base chance of 75%
to spot. Add 20 as the firing unit was infantry, -25 as recce
platoon was moving and - 25 as they were suppressed. (95 - 50
= 40% to spot). The recce platoon threw 28, so managed to spot
the German platoon that was firing on them. They could not
return fire that turn as they lost the initiative.
Game
turn
25
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VICTORY POINTS OR
VICTORY CONDITIONS
In some games, capturing the prisoner (by
whatever means are set down in the rules) is
the main thrust of the scenario, but there are
also situations whereby a prisoner is more
use than a casualty. Ancients players may
be keen to take prisoners, which can then
be sold as slaves, while Force on Force allots
Coalition prisoners a high victory point
bonus, as the Irregular player can parade
them in front of Al Jazeera. The ransom of
high ranking prisoners in medieval games
could also finance further operations.
INTELLIGENCE
Prisoner interrogation is an art in itself
and, while it is unlikely except in very
unusual circumstances that an interrogation
is going to yield usable intelligence in
the timeframe of a typical battlegame,
in the context of a campaign there are
certainly things worth looking at. I
would recommend Chris Mackey and
Greg Millers book An Interrogators War
as a fascinating look at the subject. The
information gained could take the shape
of strategic intelligence (where the enemy
are headed in a map game, for example) or
possibly a look at his order of battle.
MORALE
Prisoners are awkward, need feeding, get in
the way and are generally hassle which has
caused many a bloodthirsty commander to
order that none be taken, including sadly,
my old chum Harry V. However, the side
that does take prisoners and that does not
mistreat them has the inestimable advantage
that the next time they do battle, the
opposition will be aware that fighting to the
last man is not absolutely necessary. Contrast
the resistance offered to the Western Allies
with that offered to the Red Army in
1945. Theres an argument to be made
for allowing a victorious army which has
taken prisoners to reduce the morale of an
opponent when they face them next.
MINIATURE WA R GA M E S
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Ogre
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throw all your money at the computer screen now and order
your copy online; Leisure Games of Finchley has an excellent
mail order service.
I should add as a disclaimer that I recently became a Steve
Jackson Games (wo)Man In Black and have been running
demonstration games of Ogre for the last two years. Im jokingly
called the official Ogre demo agent in Britain. However, saying
that, the only reason I volunteered to be a MIB is because I love
this game so much. So, yes, Im biased, but I will endeavour to
be as critical as I can during this article. You are free to call me
out on any displays of over-enthusiasm.
HISTORY
There are now six editions of the Ogre rule set. The changes
made to Ogre have been, in the tradition of Old School Rules,
rather minimal. By minimal, I mean they make the revisions of
some of the rules in the SF BattleTech game look like complete
rewrites by comparison. This can be put down to Steve Jackson
being the sort of game designer who likes to playtest his games
thoroughly.
The only rider I would add to the above statement is that
the introduction of new units over the years has required more
rules to be added to account for special attack conditions, or
alterations in movement and so on. In the bigger scheme of
things, these are all rather small beer in comparison to most
other games in their second or third edition of their rulesets.
Think growth through evolution, rather than revolution.
The first edition of Ogre was launched in 1977 as Microgame
1, the first of what became a series of twenty-two games
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The only minor gaffe in the first edition rules was in the stats
for one of the units, which unbalance the way the game played.
The GEV (Ground Effect Vehicle) tanks had a bonus move that
could make it impossible for anything other than an undamaged
Ogre to catch them. This hadnt been picked up in playtesting,
for two reasons. The first was that no one had thought to see
what happens when one fielded a whole force made up of
GEVs, because that would be a totally stupid idea. The second
was that when the game was printed, there were twice as many
unit counters included than originally planned, which allowed
players to field whole forces made up of one unit type. Steve
Jacksons new mantra became test the stupid ideas.
The corrections from player feedback led to the second
edition of the rules that reduced the GEVs second bonus
move by one movement point, and increased the speed of the
heavy tanks by one movement point, thereby showing what a
difference a single point makes. The other change occurred in
the scenario set-up conditions: from being based on choosing
the value of the defending force based on attack points, it was
altered to allowing a simpler fixed number of armour units
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and infantry. It also had a colour cover, and this version went
through three print runs.
Then Metagaming Concepts went down the pan, but the
eponymous Steve Jackson Games brought Ogre back into print
with two versions of the third edition being produced. The first
came out in 1982 and had a colour map for the first time, while
Ogre: Deluxe Edition came out in 1987 in a larger box with the
first colour cardboard map. The counters could be stood upright
with small, clip-on bases.
The first Ogre/GEV combined set that came out in 1990
was called the Fourth Edition, while the next production run
in 2000 with the same title came in a videocassette box and was
labelled the Fifth Edition. Again, there were two versions of
the Fifth Edition when SJG produced Deluxe Ogre in 2000, with
miniatures that came in three videocassette boxes with a wraparound cover and that reorganized the rules using the SPI games
numbering system. Both of these had colour paper maps.
That brings us up to 2013 and the Sixth Edition of Ogre
which is currently being produced in two versions; the Ogre
Designer Edition that has colour cardboard maps and self-assembly
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each turn lasts one minute. Each turn consists of moving your
units and then firing them. The Ogre moves first and fires,
followed by the defender who moves and fires, which completes
one combat round.
Most units have a movement point allowance with a couple
of exceptions. Those are the command post and howitzer,
which are both immobile, as both are units that have been
placed where they are for the duration of the battle. Each units
weapon has an attack value, and all units have a defence value,
while Ogres have individual parts, each with their own defence
value. The combat is resolved by adding up the number of
attack points of the weapons firing and dividing them by the
defence value of the unit being attacked, thereby generating an
odds ratio. One D6 is then rolled and the combat results table is
consulted.
The results range from no effect, to disabled and destroyed.
A disabled result means that the unit cannot move for one
turn, which means it is easier to destroy. Ogres, however, are
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OGRES ARE
CYBER-TANKS
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2
5
9
1: Two Ogre Mark 3 miniatures. 2: Ogre Mark 3B which first appeared in the original Ogre Book. 3: the Mark 4 Ogre was a late addition to the Ogreverse, and it
can best be described as a light raider unit. 4: this Mark 5 model is a very old Grenadier Models casting from back in the day before the Ral Partha line, and you
can tell this from the secondary cannon mouldings, which are different to the current casting, and some other minor details. 5: Ogre Mark 6, the toughest of the
Combine Ogres, but not physically the biggest model in the line. 6:The original defending units for Ogre from Martian Metals were all from the Pan European faction,
and included a howitzer, heavy tank, missile tank and GEV, but no infantry. 7: When Ral Partha launched the new line of miniatures in 1992 the first releases of the
Pan European Federation conventional forces were expanded to include the super heavy tank, mobile howitzer, GEV Personnel carrier, and a cruise missile launcher.
Ive also included the infantry heavy weapons team in the picture. 8: Detailed Castings Products produced a line of resin accessories for Ogre, including these rather
lovely Pan European Laser tower and turret. Ive included my much modified Pan European command post here too. 9: When Ral Partha brought the Ogre line
to market the much neglected North American Combine forces finally got some miniature love. These are a few of mine including another Pan Euro Federation
command post, but this time in my NAC colour scheme. Here we have a howitzer, GEV, GEV Personnel Carrier, and missile tank.
MINIATURE WA R GA M E S
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AND IT COMES
IN PINTS
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can reach out to five hexes and deliver a 6 point hammer of god
attack on any unit that is usually pretty fatal. The good news is
that once used, they are gone, so my advice is ignore them and
accept the inevitable demise of two units.
Finally, just to rub the salt into the defending forces wounds,
the Mark 3 Ogre has eight anti-personnel batteries that can
be used against infantry and the command post. Note though
that an Ogre can only attack each squad once per turn with
these so, for instance, if a 2-point squad were in range, it cannot
choose to do two 4-point attacks, which increases the odds of
destroying the squads. Saying that, an 8-point attack only has a
1-in-6 chance of not destroying the 2-point squad, so this is a
bit theoretical, all things considered.
The Ogre Mark 5 has more of everything than the Mark 3;
with two main batteries, six secondary batteries, six one-shot
missiles and twelve anti-personnel batteries. It is a total pain in
the proverbial to run up against. The basic Ogre scenarios also
allow for multiple Ogre attacks, and using an Ogre to defend a
command post is quite challenging, because the Ogre cant be
everywhere at once.
CONCLUSION
At its core, Ogre is an asymmetrical wargame, which is
something that not all wargamers find easy to assimilate, as it can
be quite depressing to face up to the less than heart-warming
idea that whatever you do, and however well you may play,
even victory can often feel like you have lost. Something said
by Pyrrhus is apposite here, as quoted by Plutarch: If we are
victorious in one more battle with the Romans, we shall be
utterly ruined. Saying that, what do you expect from a game
that allows you play in The Last War, throwing atomic warheads
around the battlefield?
The basic Ogre attacking the command post scenario can be
played in under an hour, even with complete beginners when
teaching them the rules, so I think it is safe to say that we can
call this a fast-play wargame. Each year I grow older, I seem to
have less and less time to play as many games as I would like.
Therefore, a game where I can play lots of scenarios during one
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day is a very good thing indeed. Ogre also has another good
thing going for it, which is that its an open ended game that
allows one to set up different battle scenarios with no two games
ever playing out exactly alike. So in terms of bangs for your
bucks, where number of games equals number of bangs, Ogre
Designer Edition delivers the goods. It is one of the few games
where I have truly lost count of the number of games of Ogre I
have played over the years.
Moving on now to talk a bit about how the Ogre game
is expanded, the original scenario remit of the destroy the
command post game was expanded into the full-on world of
The Last War, through the GEV game and supplements (see
Little Big Game side-bar). In the new Designer Edition, all the
rule expansions are now included to allow you to venture forth
and play games where Ogres may not even appear during the
course of the battle.
One might think that such games are inherently less for
not having an Ogre, but the inclusion of objectives, along
with the fast play and simplicity of the combat system, makes
for a different sort of challenge. My favourite scenario is
the Ceasefire Collapse, as it clearly illustrates the tactical
complexity of the basic game, which can result in games where
no one actually fires. This, to me, speaks volumes about the
design of the game.
Also, now that all the rules are combined, one can of course
choose to have Ogres and all the various standard units swirling
across the battlefield, raining down nuclear death on your
opposition. Call me perverse if you like, but this makes for a
fun-filled wargaming session where one finishes a game with a
sense of a real story being fought out on the table. For all the
number of times I have played games in the Ogreverse, I have
still yet to reach a stage where I have tried every combination of
map and units. The richness from Ogres development over the
last thirty-six years means you are going to have to work really
hard to exhaust all the options that it offers you. On that note,
my ode to the Ogre Designer Edition ends, as I cant really offer
any higher praise for a game than telling you it offers lasting
enjoyment from repeated play.
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A view from behind Cemetery Ridge, which was never threatened in the game.
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Alan Charlesworth sees humour where Grant Pettit evidently sees only pain!
A lighter moment as yet another die roll goes awry for the Confederates.
Confederates swarm across the Plum Run at Devils Den. The Rebels launched
repeated attacks from here during the game.
Charlie Wesencraft launches yet another Rebel attack against nemesis Steve
Thompsons Union troops holding the crest of Culps Hill: it was a bloody day!
Sid Bennett, Andy Powell, Steve Clarke and Alan Charlesworth view Round Top
early in the game before its slopes were slippery with Union and Rebel blood!
just after the Second World War. They met in Italy and a firm
friendship was formed when they met again a little later back in
Blighty. Ron and Don both lived in Southampton and gamed
together for decades, and Ron himself achieved a degree of
fame through his memorable series of articles about the Siege of
Dendermonde that ran in Battle for Wargamers.
That the atmosphere throughout the weekend was nothing
less than convivial is due entirely to the personalities of the
gamers who gathered for the event. As well as Charlie, Ron
and Chris, we were delighted to have Steve Thompson, Paul
Wisken, Andy Powell, Alan Charlesworth, Brian Fish, Marcus
(Sid) Bennett, Grant Pettit, John Secker, Steve Clarke and
Melvyn Jenkins-Welch present. They ranged in experience from
seasoned big game players like Grant, through to primarily solo
gamers like John, to sort of newbie Brian Fish. I say sort of
because Brian had been collecting miniatures and buying rules
for a long time, but had hardly ever played a game in anger.
Talk about in at the deep end! He will have returned to Leeds a
transformed man.
The Wargames Holiday Centre is really just an industrial unit
near Basingstoke hardly the Greek island paradise of John and
Diane Sutherlands Wargames Holidays in Crete but it works
perfectly as a venue for intense gaming, with no distractions.
Moreover, you sense you are on hallowed ground, surrounded
by thousands of miniatures and stacks of terrain from the
collection of the great Peter Gilder. Shelf after shelf of those
wonderfully animated sculpts in glorious, shiny colour: whats
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The gathering at the inaugural Donald Featherstone Tribute weekend. From left to right: Steve Clarke, John Secker, Brian Fish, Sid Bennett (almost hidden), Steve
Thompson, Chris Scott, Charlie Wesencraft, Andy Powell, Grant Pettit, WHC owner Mark Freeth, Alan Charlesworth, Melvyn Jenkins-Welch and Paul Wisken. Ron
Miles arrived later. The lavish terrain was almost entirely created by the late Peter Gilder and many of his miniatures grace the shelves on the back wall.
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A magnificent moment late in the game when, literally against the odds, JEB Stuart arrived and the Confederate cavalry launched an all-out attack from the northern
end of the battlefield, commanded by none other than Ron Miles, ably assisted by Chris Scott. Everyone stopped to watch as hordes of wonderful cavalry figures
swept across the table, only to be scythed down by withering fire from the Union lines. However, their presence tipped the balance for the Rebels.
41
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During the weekend, the Confederates launched repeated attacks from the Wheatfield and Peach Orchard area towards the gap between Little Round Top and
Cemetery Ridge. Eventually, this tactic proved successful and they managed to break through onto the Unions back board see the photos below.
The Confederates threw attack after attack into the Union left centre which
eventually paid dividends. Here, they have managed to bring artillery to bear.
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Sedgwicks VI Corps arrived to cover the Union centre left, but found itself
assailed by Rebels, marking the high water mark of the Confederate advance.
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1
2
6
8
10
11
The main events from the weekend. 1: for the dinner at the Basingstoke Hilton on the Saturday night, Chris Scott kindly brought along some Don Featherstone
memorabilia conssisting of honours bestowed on him by organisations around the world. This included his Legion of Honor from the HMGS East in the USA, his
coveted Jack Scruby Award and his certificate of Honorary Membership of the International Guild of Battlefield Guides. 2: the private dinner on Saturday night.
3: honoured guests Ron Miles and Chris Scott (yellow jacket) share memories with Charlie Wesencraft. 4: Brian Fish won an award for Best Newcomer.
5: Mark Freeth presents me with a cheque for 300 for Combat Stress. 6: Books from Don Featherstones personal collection that we auctioned, raising a further
380 for Combat Stress. 7: Melvyn Jenkins-Welch won an award for Best Attitude. 8: Paul and Christine Eaglestone of Empress Miniatures donated the stunning
vignette for the winner. 9 & 10: the beautiful Zulu Wars vignette, painted by Keith Ainslie. 11: the climax of the event Charlie Wesencraft is presented with the
Donald Featherstone Trophy by one of Dons daughters, Jane Winmill. The beautiful glassware was donated by Ron Miles. Charlie also won Dons lucky dice.
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Richard Clarke
TooFatLardies, http://toofatlardies.co.uk
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FIGURES
Ready to use painted figures & units available in 6mm, 15mm & 25mm scales
LTD
Wargames Fantasy
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cash,
part exchange
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battles, one side stands on the defence while the other attacks,
whilst in this battle, both sides can attack or defend as the battle
changes. It also offers the opportunity to use the famous Polish
winged hussars against a more unusual opponent. In addition,
the battle offers a number of different points in the build-up
to the actual combat for the gamer to try and with a variety of
challenges to the gamers.
HISTORICAL BACKGROUND
The Great Northern War opened in 1700 when a coalition of
Swedens enemies Denmark, Saxony and Russia launched
attacks on various regions of Swedish-owned territory. Charles
XII, the Swedish King, responded with a lightning move that
forced Denmark out of the war. Charles XII followed this up
by striking out against the Russians. The Swedes inflicted a
crushing defeat on the Russians at Narva, which temporarily
knocked them out of the war. Despite the scale of this victory
against steep odds, it was widely seen as no great achievement
at the time. The Russian army was generally considered as little
more than an armed mob who could easily be beaten.
Charles XII next turned to the third member of the original
hostile coalition, the Saxons. First of all, the Swedes drove the
Saxons out of Swedish territory they had invaded in 1700. Then
in 1702, the Swedes advanced into Poland to settle the issue
D
Map by Daniel Wharton
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THE ARMIES
This section will provide some details of the armies, the tactics
they used and the quality of their units and commanders. I have
tried to present this in general terms so that you can organise
the armies according to whatever rules you want to use.
I have rated units as being Levy, Raw, Trained, Veteran or
Elite, with Levy being the worst quality and Elite the best.
Some units are rated as two qualities, for example Trained/
Veteran. In these cases, you could rate the units as either grade
or a mixture of the grades.
Notice that I have listed the numbers of real units present.
Particularly with the cavalry squadrons and artillery, the players
will have to convert these to wargaming units. For example, the
rules you use state one model gun = four real guns, the Swedes
will have just one model on table. Similarly, it is common to
combine squadrons to make an on-table cavalry unit.
The Polish cavalry advance on the Saxon right. Photo by the Editor.
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The Swedish right/Saxon left early in the game. Photo by the Editor.
Artillery
Life Dragoons
2 Veteran squadrons*
Drabant
1 Elite squadron*
10 Elite squadrons
Ostgota Cavalry
8 Trained squadrons
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Leib Dragoons
6 Veteran squadrons
3 Elite battalions
Narke Varmlands
2 Trained/Veteran battalions
Vastmanlands
2 Trained/Veteran battalions
Dal
2 Trained/Veteran battalions
Upplands
2 Trained battalions
Vasterbottens
2 Trained battalions
Kalmar
2 Trained battalions
Saxon Guard
Tremanning
2 Raw battalions
Polish Guard
2 Elite battalions
Kurprinz
2 Trained/Veteran battalions
Konigin
2 Trained/Veteran battalions
8 Trained squadrons
Smalands Cavalry
8 Trained squadrons
2 Elite squadrons
Life Dragoons
2 Veteran squadrons
Reserve
Albedyls Dragoons
4 Trained squadrons*
Goltz Dragoons
6 Trained squadrons
6 Elite squadrons
Leib Horse
4 Veteran squadrons
Kurprinz Horse
6 Trained squadrons
Eichstadt Horse
6 Trained squadrons
2 Elite battalions
Steinau
2 Trained battalions
Pistoris
2 Trained battalions
Gortz
1 Raw battalion
Beichlingen
1 Raw battalion
Zeitz
1 Raw battalion
Flemming
1 Raw battalion
Left Wing: General Steinau
Jordan Horse
6 Trained squadrons
Steinau Horse
6 Trained squadrons
Konigin Horse
6 Trained squadrons
Leib Horse
4 Veteran squadrons
Kurprinz Dragoons
6 Trained squadrons
Milkau Dragoons
6 Trained squadrons
Artillery
24 3-pounder guns and 22 12-pounder guns, Trained.
The Saxons also have enough chevaux de frise portable obstacles to equip
up to 10 battalions.
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The stoic Saxon infantry in the centre awaits the Swedish onslaught.
Kings Regiment
D. Lubomirskis Regiment
Miaczynskis Regiment
345 Pancerni
Radziewills Regiment
Katskis Regiment
Leszczynskis Regiment
Potockis Regiment
400 Pancerni
Sobieskis Regiment
315 Pancerni
Others
Jazda Lekka
Combined Infantry
400 men
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from the battle intact. The attacks were repulsed, but the Poles
were not defeated. The consensus amongst the army was that
they had done enough, so they simply left the field of battle!
Because of this, the best way to simulate the Polish armys
behaviour at the battle is to have some kind of special rule to
reflect their behaviour. In the rules our group uses, you can rate
troops as Wavering, in addition to the quality of the troops. So,
for example, a unit might be Veteran and Wavering or Raw and
Wavering. Units which are Wavering generally fight as their
quality, but suffer a deduction when attacking and also when
taking morale tests for the whole group or command. So they
are less effective at attacking and likely to withdraw quicker than
similar troops who are not Wavering. This rating is often used
for troops who, for one reason or another, are reluctant to fight.
The Poles at Klissow are a classic example of an occasion to use
this rating.
If using a rule similar to the above, then the Hussars should
be rated as Veteran and the Pancerni, Jazda Lekka, infantry and
artillery as Trained. The Kings regiment and the two Hetmans
units could be rated higher. The Noble Levy cavalry are Levy
quality. If not using a rule similar to the above, then careful
thought should be given to the Poles and how to handle them
in the game. If possible, an attempt should be made to reflect
the real army, but if all else fails, then perhaps rating the troops
as poor can be used.
DEPLOYMENT
The deployment of the armies will depend on the stage at
which you want to start in the historical build-up to the battle.
You could, for example, start with the Saxons in camp and the
Swedes marching onto the table. At the other extreme, you
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could start with the armies deployed as they were just before the
combat started. These are the most obvious choices.
Begin
at the beginning
In this option, none of the armies are deployed and they will
have to march into battle positions. On the first turn, the
Swedish army enters the table in column of march from the
table edge of squares A3 or A4. It arrives in three columns, each
with the units in a single column, i.e. it will take some time to
get the rear units in the column onto the table. The Saxon army
is in its camp and on the first turn, the units may move out from
that area.
The Poles will arrive on the edge of the table in squares
D7 or D8 in march column. A dice roll based on how long it
will take for the Saxons and Swedes to deploy under the rules
you use should decide the time at which the Poles arrive. So,
for example, if you estimate that it will take five turns for the
other units to deploy under your rules, you should perhaps start
rolling for the Poles to arrive from turn 4. On turn 4, a 6 on a
D6 would be required for them to arrive, on turn 5 a 5 or 6, on
turn 6 a 4, 5 or 6, and so on.
A Nasty Surprise
In this option, the Saxons are deployed in squares C2 to C5
and D2 to D5. The Saxons cannot be across the lower stream
and have placed their chevaux de frise. The deployment can be
free if desired. Historically, the Left Wing were in squares C2
and D2. The infantry and up to half of the artillery were in C3,
C4, D3 and D4. The rest of the artillery are on the hill in the
deployment area and finally, the Right Wing cavalry were in C5
and D5. They should be in at least two lines.
The centre of the battlefield from behind the Swedish position, looking towards the Saxon right, clearly showing the difficult ground. Photo by the Editor.
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Let
battle commence
All of the armies are deployed ready to fight. The Poles have
arrived and the Swedes have redeployed to counter their arrival.
This is the historical deployment at the time the fighting started.
If you choose the Let battle commence deployment, the
two armies will be able to quickly engage and so the battle will
take less time. The other two options will take longer to play,
as the armies will have to move into position before engaging,
but these options do, of course, give greater scope for different
approaches to be tried.
The Saxons are deployed as for the Nasty Surprise scenario
above.
The Swedish army has been reorganised. Half of the infantry
from the Centre has moved to the left wing. They can be
deployed in the A2 to A6 squares and also the B2 to B5 squares,
but not across the stream. The right wing is in A2 and B2. Half
of the centre and the artillery are in A3, A4, B3 and B4. Both
of these are facing across the stream towards the Saxons. The left
wing is in A5, A6 and B5. They are facing at an angle towards
the Poles, but with their right resting on the centre. The infantry
in the centre are in a single line, but the two wings are in at least
two lines each.
The Poles are facing at an angle the Swedish left wing and
outside of effective artillery range, so they should deploy after
the Swedes. They are in the area A8, B7 to B8, C6 to C8 and
D6 to D8. They must be in at least two lines.
Swedish cavalry in full cry towards the Saxon right flank. Photo by the Editor.
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The Swedish infantry about to clash with the Saxons whose fire has been ineffectual. Photo by the Editor. All figures Baccus 6mm in the authors collections.
from the Saxon advance to check them. Clearly, it was time for
the Saxons to withdraw from the battle while they still could.
The remaining units of the Saxon army started to retire off the
battlefield.
But the Swedes did not want to just let the Saxons go and
so they pushed forward. The Swedes swept into the flanks of
the withdrawing Saxon infantry and into the Saxon camp.
Here they captured, amongst other things, the still uneaten
Saxon meals. Schulenburg, the Saxon commander, countered
the Swedish advance as best he could with units of the Saxon
infantry and bought some time for the other units of the army
to withdraw. These actions could only delay the victorious
Swedes and not stop them, yet they were enough to prevent the
total destruction of the Saxon army.
The Saxons and Poles, but mainly Saxons, lost 4,400 men
killed, wounded and captured. This was about a quarter of the
army. The Saxons also lost all their artillery, the war chest and
Augustus, Elector of Saxony and King of Polands personal
baggage. The Swedes had lost about 1,100 killed and wounded
but had delivered a crushing defeat. This victory put the Swedish
army in the limelight and proved that it was a force to be
reckoned with. They had secured an advantage over the Saxons
which they would not lose for the rest of the war. They had also
secured a nice meal after their exertions; hopefully it was still
palatable by the time they got to it.
THE REPLAY
The battle was re-fought at the Joy of Six show in Sheffield.
Per Broden was the main umpire, with Nick Dorrell on hand
to help and answer any questions. The game was played by
members of the Wyre Forest gamers club: Gordon Hazelton,
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going to attack the Poles and try to destroy them before the
The Swedes in this area were as disorganised as their opponents,
Saxon cavalry on that wing could come to the assistance of the
but pressed on regardless. Rather than push on with the
Poles. To do this, they sent the infantry on the left to block the
infantry, the Saxons allowed themselves to be tempted into a
Saxon cavalry and massed their left wing cavalry to knock the
rash advance on the left flank.
Poles out of the battle. The centre infantry would push forward
The game now entered the final stages. In the centre, the
to maintain contact with the advancing left despite the odds,
now confident Swedes pushed forward and exposed themselves
and danger, facing them. The right wing would not stand on the to attack, but this potentially fatal advance was not punished, as
defensive, but would pull back when threatened and try to draw no large scale attack came with the Saxons concentrating on the
the attacking Saxons on. The Swedes on the right hoped they
action on the two flanks. The Saxon left wing cavalry lunged
would be able to hit the disorganised Saxons as they attempted
forward, but that meant that isolated groups of units were
to follow them across the difficult terrain that separated them.
exposed to Swedish counter-attacks. On the Saxon right, the
During the early turns, the Saxon/Polish players were
emphasis was on buying time to re-organise and again, this left
surprised by what the Swedes were doing but pressed on,
sections of the army exposed to attack. So it was that the Swedes
rather haphazardly, with their plan. This included moving the
were able to chip away at the Saxon cavalry. On the Saxon
Polish army to engage the Swedish cavalry advancing towards
left, the Swedes were particularly successful, as the position
them. Perhaps it would have been better to hold back with
they had chosen meant that despite being greatly outnumbered
these troops and wait for the Saxon cavalry on that side of the
overall, they actually outnumbered the Saxons in units engaged.
battle to join the fight. At first, it looked like the Poles had
The Saxons were fighting at a disadvantage and, as casualties
made the right decision. With support from the Pancerni,
mounted for both sides, the Saxons were suffering the most.
the Polish Winged Hussars gave as good as they got, but the
On the final turn, three commands had to take morale
Swedes soon learned to concentrate their efforts on the weaker
tests. The Saxon right wing cavalry and the Swedish opposing
support troops and mask the
left wing both faced tests,
dangerous Winged Hussars. So
but these were unlikely to
far, the Poles being Wavering
be decisive because neither
had not been a great
command was seriously
disadvantage, but as losses
damaged so far. They both
mounted on both sides, the
failed their tests, but only
effect of this came into play.
just, and so while both were
Both sides needed to take
now battle-weary, they could
morale tests for the commands
continue fighting, although
engaged. The Swedes had
the Swedes in this sector
a relatively small chance of
retained their advantage
failing and, if they did fail, it
following the earlier Saxon
would be a setback, but not
morale failure. But at this
necessarily decisive. Because
point, the decisive morale test
Saxon left wing infantry wait in vain. Photo by the Editor.
they were Wavering, the
needed to be taken by the
Poles had more chance of
Saxon left wing. This wing
failing the test and, if they failed, they would withdraw from the was badly beaten up and so was likely to fail, and if they failed,
battle. The Swedes passed the test, but the Poles failed and so
a lot would depend on how badly they failed. It was a classic
had to withdraw from the battle.
dont roll a 1 situation, although with the rules we were
The retreat of the Poles was clearly disconcerting, but not
using, it was dont roll high on three D6.
unexpected and, indeed, the Poles had done better than in the
The player rolled his three dice and the result was 6, 6, 6...
real battle. This alone was not a disaster, as the Saxons were
18 catastrophe!
still a great threat, but the right wing cavalry now had to take
The Saxon left wing cavalry broke and fled, amongst howls
a command morale test because of the Polish withdrawal.
of Swedish laughter. This, in turn, was enough for the Saxon
Because, at this stage, this part of the army had not been heavily
army morale to collapse, and so the battle was over. The Swedes
engaged, there was only a small chance of a negative result.
had a plan, stuck to it and it eventually worked. In contrast, the
Despite this, and as often seems to happen, the dice were rolled
Saxons/Poles had a vague general idea of what they were going
and the command failed its morale test! Morale test failure is
to do, but they allowed themselves to be distracted by events.
graded, so in this case the result was that this command fell
They ended up reacting to what the Swedes were doing and so
into disorder. This had an enormous impact on the game, not
did not seize chances that they had. After the game, the Swedes
because of the actual effect but more because of what it did to
confessed they were very surprised that the Saxon infantry
the thought processes of the Saxon players. From now on, their
were not more aggressive and even neutrals thought they had
main thought was to try to re-organise this part of their line,
been under-used. It was not a good day for the Allies and they
rather than pressing advantages elsewhere.
did have a couple of bad dice rolls. Overall, the Swedes had
Up to this point, the Saxon left and centre had been
recreated history and so, once again, they got to eat the Saxons
advancing cautiously. The Saxon left wing cavalry had been
waiting lunch.
pushing forward slowly with care to maintain formation. The
If you have any questions, you can contact us at
infantry centre had been more aggressive, but had mainly been
wyreforestgamers@yahoo.co.uk. For 2014, Per is busily
shooting at long range. They had done this with some success
constructing and painting another interesting Great Northern
and probably should have pressed their advantage more here,
War battle, Kalisz 1706. You can see this battle with Swedes,
but the Saxons were obsessed with restoring the Saxon right as
Saxons, Russians, Cossacks, Kalmucks and four groups of Poles
they started to engage the piecemeal Swedish attacks.
at the Joy of Six show in Sheffield, July 2014.
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Command challenge
Yakhroma 1941
Panzers advance during Operation Barbarossa. Photo courtesy of Warwick Kinrade, author of Battlegroup Barbarossa for Iron Fist Publishing/PSC.
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GERMAN BRIEFING
Mission
Anticipated
Available Forces
The majority of the remaining functioning elements of the 7th
Panzer Division namely two weakened Motorised Infantry
Battalions, half a battalions worth of Panzers and a dozen or
so platoons of support troops drawn from the Regimental HQ
Company and the Motorcycle Battalion. The tanks are veterans
and the rest are regulars. The divisions artillery is at your
disposal, but there is no air cover. See OOB for details.
Anticipated
enemy forces
Before you, on the western bank of the canal, you can expect
little organised resistance. The remnants of the 133rd Division at
about battalion strength may be located in or around Yakhroma.
The bridge is likely to be set for destruction, so a swift coup de
main is in order. On the eastern bank there is nothing for at least
a mile, but there are some vague reports of yet another Soviet
Army forming beyond that.
Deployment
Your forces can be organized into three or four units based
around the two Motorised Infantry Battalions and the weak
Panzer Battalion. A fourth Kampfgruppe (KG) may be formed
using the Regimental HQ as its HQ and some or all of the
additional platoons of the M/c Battalion and the Regimental
HQ Company. Alternatively, these stands may attach out to any
of the three existing battalions. Additionally, the three gepanzerte
rifle platoons of the 1st battalion of Motorised Infantry may be
detached from their parent battalion and added to the Panzer
battalion or the fourth KG (if one is formed). The fourth KG
must comprise more rifle/SMG/Engineer stands than support
stands (mortars, IGs, ATGs etc) and no support stands in its
composition may fire through any non-support stands. The
Panzer Battalion may retain its veteran rating as long as no more
than six additional platoons are attached to it if more are
added, it drops to regular morale.
All battalions are eligible to enter the western table edge on
Turn 1. They may be delayed if desired. No flank marches are
SOVIET BRIEFING
Mission
Deny the Germans a bridgehead across the Moscow-Volga canal
by holding the bridge across the canal or by holding the key
terrain on the eastern bank. See common briefing for victory
conditions.
Available Forces
You have two Rifle Brigades (44th and 29th) a significant
part of the newly forming 1st Shock Army. They have random
morale, but may roll on the 1943 table to represent the last
ditch nature of the operation. Additionally, a whole, but
severely depleted, tank division and a good deal of artillery
are available, along with some air support. See OOB for more
detail.
enemy forces
The Germans are significantly weaker than they have ever been.
Although reports indicate that the majority of the 7th Panzer
Division is attempting to force the canal, as a consequence of
losses to date, you can expect a force well under half the usual
full strength size of that division. It will be approaching from the
west and no enemy forces have crossed the canal to the north or
south of this battlefield.
Deployment
This is a rushed operation, with troops deploying off the march
from their forming up areas. You can be sure neither of when
your forces will arrive nor in what strength see OOB below.
Your planning will therefore be somewhat haphazard. You need
to attach a company of SMGs to a battalion in each brigade.
After that, draw an attack arrow for each battalion prior to the
start of the game; then plot all pre-planned artillery fire; then
roll for the arrival turn of each battalion. On the turn of its
arrival, roll for its composition (each battalion has a random
number of rifle platoons based on the roll of an average die plus
a modifier generally four). You are not permitted any flank
marches (other than that some of the arrival zones below are on
the flanks), battalions may not delay their arrival and you may
not designate any as reserves.
The 58th Tank Divisions attack arrow must start on the
northern table edge to the east of and within one foot of the
canal.
The 11th Independent Ski Battalions attack arrow must start
on the northern edge within one foot of the northeastern
corner of the table.
The attack arrows of battalions of the 29th Brigade must
start on the eastern edge of the table within two feet of the
northeastern corner of the table.
The attack arrows of battalions of the 44th Brigade must start
either on the eastern edge of the table within two feet of the
southeastern corner of the table or on the southern edge of
the table within one foot of that corner.
The remnants of 133rd Division set up within Yakhroma on
Defend orders. They are split into three groups as evenly as
possible and assigned randomly to three town sectors. Special
after a morale failure (even if simply an enforced retreat)
this battalion will not rally and will take no further part in
the battle.
Artillery is available only from the latest possible turn that
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COMMON BRIEFING
All hills are gentle, adding three inches to the spotting capability
of units on top of them but having no effect on movement. The
Moscow-Volga canal is impassable for all stands except at the
bridge. The town sectors are standard ones for the determination
of the effect of artillery fire.
Note that the bridge over the canal originates in a town
sector of Yakhroma. It may only be crossed from west to east
by stands beginning their move in that sector. As such, only
three stands (and a dedicated Forward Artillery Observer or
Air Ground Controller) may cross the canal each turn. This is a
considerable choke point. This is also true from east to west as
only three stands may enter the town sector each turn.
The whole table is covered in snow with a consequent effect
on movement. It is not actually snowing, however, so spotting is
as under the standard rules. See below for night turns, however.
The German player adds 2 to his initiative die roll throughout
the game.
The game is 32 turns long. (0200 until 2130 28th
November). The first eight turns (0200-0800) and the last four
(1830-2130) are definitely night turns. Additionally, turns 9, 10,
27 and 28 may be night turns. Roll 1D6 at the start of each of
these turns with the following results:
On a roll of 1 or 2 at the start of turn 9, dawn breaks on that
turn. Otherwise it is still night.
If dawn did not break on Turn 9, then a roll of 1, 2 or 3 on
turn 10 means that it breaks on that turn. If not, then dawn
breaks on Turn 11.
On a roll of 1 or 2 at the start of turn 27, night falls on that
turn.
If night did not fall on Turn 27, then a roll of 1, 2 or 3 on
turn 28 means that it falls on that turn. If not, then it falls on
Turn 29.
At night all spotting distances are reduced by two thirds.
VICTORY CONDITIONS
If at least one Soviet platoon occupies the town sector where
the bridge across the canal originates, then the Soviets win
the game.
If all the Germans or all of the Soviets have been eliminated
or have routed and been permanently removed from the
game, then the other side wins as long as they have troops in
good order remaining.
Otherwise, each side secures one victory point at the end of
the game for controlling each of the Hills numbered 103,
106 and 107 on the attached map.
Control is defined as:
occupying the feature exclusively of any enemy stands or
not currently occupying, but being the last to have
exclusively occupied it with a battalion which has not
since been wholly eliminated or permanently routed.
If enemy troops contest the occupation of a hill or the
battalion which last occupied it has since been eliminated or
routed, then neither side earns victory points.
NOTES
I recommend that players use the advanced rules covering
Morale Retreats for both sides and hidden movement rules for
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the Soviets for this scenario, even if you dont usually do so. The
length of the game makes a battalion breaking and returning
to the fray a possibility and the uncertainty for the German
of not quite completely writing off Soviet battalions keeps
him on his toes. Similarly, however, the potential retention of
part of a battalion following a morale failure for the Germans
is reassuring, since those remnants can then become a useful
reserve in a few turns time.
Hidden movement is also a good way of keeping the German
player honest. If all the stands are on table as soon as they
arrive, then its a saint-like German who will take no account
of another three Soviet battalions massing out of spotting
range two miles away in the south whilst he already has tanks
and a couple of other battalions which he is engaging in the
north. Keep the stands off the table until spotted (then, for
convenience, leave them on, even if they cease to be spotted)
and the German player cannot be tempted to change his plans
(inadvertently or otherwise) in response to a threat his forces
cannot see. Infantry stands only move at three inches a turn,
so have the Soviet player form up his battalions in their attack
formation at the start of the game, and then simply measure
their movement since arrival. This also speeds up play for the
Soviet player, if all the stands are on the table, there will be eight
or ten turns worth of laborious shuffling forward of 30 or 40
stands, three inches a turn.
Finally, regarding the note in the German briefing about the
risk of the bridge being blown, this is merely a misdirection to
ensure that the German player feels the need to get a move on.
There is no risk of the bridge being blown. In reality, the Soviet
platoon guarding the bridge was surprised and I have taken
this as a given within the scenario. Otherwise, the game would
be engineers building a bridge for 32 turns (or even 32 turns
waiting for the engineers to arrive to build a bridge).
TOO LONG?
I have played the scenario twice and each time has taken around
six hours. I played a truncated version in about three hours
at the club I attend and have given some thought to further
possibilities for shortening it. Many may not be lucky enough
to have the time available and, within the long version, there are
turns with not too much happening beyond some slow trudging
around. So, here are three alternative versions...
1. Omit the first eight turns. The 133rd Division is barely
a speed bump in the German advance anyway, so do away
with it. Reduce one or two Motorised infantry battalions
by a total of 1D6-3 rifle platoons (i.e. between 0 and 3
stands total between them) to represent the remnants efforts.
The German player sets up his forces in a column of march
grouped in threes and they enter the table in that order at
the eastern end of the bridge. Reduce the Soviet entry and
artillery availability turns by eight as well. You could also
decrease set up time by treating the canal as a straight northsouth affair and making it a table edge just deploy the
eastern terrain on a 2 foot 6 by 6 foot table. Playable in four
or five hours?
2. Omit the last 12 turns of the game. Reduce the Soviet
OB by the ski battalion and 2/29th and 3/29th battalions.
Reduce the artillery by that attached to 29th Brigade.
Remove the M/c attachments from the German OB and
reduce their artillery to three turns of fire. This would
recreate the early attacks of the Soviets (which were less
successful historically), so bias the victory conditions by
giving the Soviets a half a victory point automatically. If they
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can take one hill and contest another they win. Playable in
three or four hours?
3. Combine 1 and 2 and play only turns 9 to 20 inclusive.
Should be possible to play in a couple of hours or so.
Refer to the map on page 60.
ORDERS OF BATTLE
OOB comments
The German forces are based on standard OBs with some
infantry stands deducted as losses. The 7th Panzer Division
was still running Pz38(t)s at this point and the battalion here
represents just over 50% of the strength returns for this time
period (I regret I cant remember my source for that). The
Osprey title certainly talks in terms of company strength armour
commitments, so the numbers are about right. I have no reason
to believe any part of the divisions M/c battalion was involved,
but it was necessary to build the German forces slightly for play
balance. That, and the Regimental support company (which was
there) also permit a little more flexibility in deployment terms
(i.e. the formation of a fourth battalion-sized Kampfgruppe). The
artillery is also primarily a guess although two battalions were
the entire complement for the division at the time.
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Soviet OOB elements of the 1st Shock Army with remnants of 133rd Rifle Division and 58th Tank Division
Battalion
Morale
Constitution (platoons)
Arrives on Turn
Random 43
10+1D3 (11-13)
14+2D3 (16-20)
14+2D3 (16-20)
prior to rolling for the arrival time and constitution of the
14+2D3 (16-20)
10+2D3 (12-16)
10+2D3 (12-16)
10+2D3 (12-16)
prior to rolling for the arrival time and constitution of the
6+2D3 (8-12)
Sets up randomly in Yakhroma
Artillery
3* 122mm Field Gun batteries. Off board and pre-planned. Available from turn 16 inclusive. Six turns of fire
4* 82mm Mortar platoons. Off board and pre-planned. Available from turn 16 inclusive. Six turns of fire
2* Katyusha batteries. Off board and pre-planned. Available from turn 16 inclusive. Three turns of fire
3* 76.2mm FG batteries. Off board and pre-planned. Available from turn 20 inclusive. Six turns of fire
3* 120mm Mortar platoons. Off board and pre-planned. Available from turn 20 inclusive. Six turns of fire
2 bomb armed IL-2 sorties. Attached to 3/29th battalion
Morale
HQ, 8 Rifles (3 gepanzerte in half tracks), 1 Engineer, 1 PAK 35/36, 1 75mm LIG, 1 HMG. Half tracked Company may
Regular
detach and fight as part the ad hoc KG (if created) or the Pz Battalion (but not as part of the 2nd Motorised battalion)
Regular
HQ, 7 Rifles, 1 Engineer, 1 PAK 35/36, 1 75mm LIG, 1 HMG
Veteran
HQ, 1 PzIIf, 3 Pz 38(t)s, 1 Pz IVe
6th Mot. RHQ, 3 half-tracked Engineers, 1 SMG M/c, 1
These elements may attach to any of the three core battalions. Some (total
Engineer, 1 75mm LIG (or StuG D), 1 150mm SIG (self
Engineers, SMGs or Rifles > total support stands) may be attached to the Regt
propelled or not)
HQ to form a fourth ad hoc Kampfgruppe with Regular morale. No more than
six stands may attach to the Pz Battalion for it to retain its veteran status.
3 M/c Rifles, 1 PAK 35/36, 1 75mm LIG
Artillery
3* 105mm Howitzer batteries and a Forward Artillery Officer. Off board. Attached to any battalion/KG or in general support as the German
player sees fit. Five turns of fire
3* 105mm Howitzer batteries and a Forward Artillery Officer. Off board. Attached to any battalion/KG or in general support as the German
player sees fit. Five turns of fire
MINIATURE WA R GA M E S
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The plans for the two games were dissimilar, although the
games played similarly in the end. The Soviet plan was identical
in each case based on the actual Soviet attacks on the day. The
German plan in each case was a swift advance on Yakhroma and
thrust to Hill 107 by the Panzer Battalion, with the battalions
of the 6th Regiment following up thereafter. In the first case,
one battalion was to turn south and set up defensive positions on
Hills 103 and 106, whilst the second was to act as a reserve. In
the second game, one battalion was to move on Hill 106 whilst
the other relieved the tanks on Hill 107 and the tanks, in turn,
would then move off to Hill 103 in the south. As it happened,
in both cases the Soviet assaults caused those plans to change.
In neither case was an additional Kampfgruppe created (I didnt
give them that option at the time still tweaking the set-up!).
In both cases, the gepanzerte rifles and gepanzerte engineers were
attached to 1/25th Panzer.
In the first game, 1/25th Panzer lost a tank platoon in the
assault on Yakhroma, but then successfully crossed the canal and
took Hill 107. However, the 58th Tank Division intervened
and by about 0930, all the German tanks had been destroyed.
The attached gepanzerte rifles permanently dismounted and
fought off the tank attack between the canal and Hill 107, whilst
1/29th battalion swept over the now undefended hill. As 1/6th
Motorised crossed the canal and turned south, 1/25th Panzer
(with no tanks) formed the best defensive shoulder it could
facing north, allowing the infantry to proceed unimpeded.
Within a short period, however, the Germans were becoming
hemmed in near the canal bridge and the depleted 1/25th
Panzer and 2/6th Motorised were finding it difficult to deploy.
1/6th Motorised successfully moved southeast into the woods
to the west of Hill 103, but 2/6th was getting into a muddle
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A KV-1 stands like a giant pillbox, fending off Panzers. On the other hand, that immensely tall turret makes it difficult to hide!
MINIATURE WA R GA M E S
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MINIATURE WA R GA M E S
63
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Peter Pig
www.peterpig.co.uk
64
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461. Flamethrowers
462. Mine team
463. 120mm mortar teams
464. Medics and casualties
465. Higher command
LATE WAR British :
(scrim helmets)
413. Snipers
115. PIATs
143. NCO Stens
195. Infantry Grenades
214. Inf. Firing
215. Inf. advan
482. Inf. Kneeling
483. AT Gun crew
484. Stens
485. Grenades
US NORMANDY +
381. Para Rifle Adv
382. Para Rifle Firing
383. Para Platoon cmnd
384. Para Coy Command
385. Para SMG
386. Para BAR
387. Para bazooka
388. Para 60mm mortars
389. Para 81mm mortars
390. Para dead
391. Para carbines
392. Para 30 Cal
393. Para seated
394. Para gun crew
See Range 21 for buildings and
barricades etc.
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IMPETVS GUIDE 1
THE PARTHIANS
Jim Webster, Dadi & Piombo 2013,
PDF 3.95 from Wargame Vault
www.wargamevault.com
The stated intent of this guide is twofold:
to provide a simple guide to the Parthians
and to offer up army lists for use with the
Impetus ruleset. Did the author achieve
this goal? Yes, with a few technical
problems along the way.
The Parthians is divided into four
sections. The first section covers the
history of Parthia in the western half of
the ancient world. The second describes
some of Parthias western allies. The less
well documented history of Parthia in
the east forms the third section. Finally,
the fourth section presents a brief
campaign system.
In each of the first three sections, a
brief history of the period is given along
with an analysis of infantry and cavalry
of the period and an appropriate list for
Impetus. Unfortunately, this is where
technical problems arise. The presentation
of the histories is rather dry. This is
aggravated by the lack of any paragraph
breaks, which forces the reader to work
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WILDERNESS AND
SPOTSYLVANIA 1864:
GRANT VERSUS LEE IN THE
EAST
Andy Nunez, Osprey Campaign, No 267,
2014; 14.99
The advent of Ulysses S Grant as Union
C-in-C saw a new determination to use
superior forces in a relentless drive to
crush the Confederacy. This campaign
was the start of the new offensive
MINIATURE WA R GA M E S
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JUSTICE 4.1
(TSARINA SECTOR)
WWW.ATLANTICPUBLISHERS.COM
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MINIATURE WA R GA M E S
67
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CAVALIER
This is a show I have attended off and on for the last twenty
years or so and Ive seen it move venues from a school hall to
its current location. As a venue, it leaves a little to be desired,
being quite poorly lit, but it has a fair degree of space, with
a main sports centre hall and several adjoining smaller rooms.
Over thirty traders and seventeen games, both party and demo,
make for what should be quite a busy show but after lunch, the
show suddenly fell very flat as people streamed out of the door,
having made their purchases, I suspect, and headed for Well,
anywhere else, I guess.
I wouldnt like to say what the participation to demonstration
ratio was, but Id be surprised if it was 50/50. I would guess
there were slightly more of the latter than the former. There
were some pretty demos the Maidstone Wargames Societys
Somewhere in Belgium 1914 featured some very impressive
buildings and 28mm skirmishing Germans and Belgians, for
example. However, theres no reason why party games cant
look good too and the Staines Wargamers Schweinfurt 1943
with B17s in 1/144 was a good example of that.
But, in the end, my estimation is that perhaps seventeen
games, of which maybe seven or eight at most were intended
to be participation games, isnt enough to keep people hanging
around the show?
68
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HAMMERHEAD
This was a rather different animal. The new venue is small,
certainly rather smaller than its previous home at Kelham Hall.
The problem here is that I have never really liked Kelham Hall.
Everyone tells me its great and the architecture is very pretty,
but Im not there for the venue, Im there for the gaming (and
Ive attended many shows there over the years). I find the new
venue, with its carpeted floors and open, well-lit space, to be
superior to both Kelham Hall and more importantly in the
context of this article Cavaliers Angel Centre.
The venue itself could be the subject of a whole article on
what I like or dont like about show venues (Colours is very
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nice, Salute Excel is a huge shed, Salute Olympia was good but
too dark, SELWG smells of chlorine etc etc) but, as I said, thats
not what this article is about. Ill simply say that the venue was
good, but in my opinion needs to be bigger for the show to
realise its full potential.
Organised by Kallistra and a local club (The Forest Outlaws),
the event had only eighteen traders, but had twenty five games:
a very different ratio to Cavalier and Im not picking on them.
The Tonbridge show is pretty similar, proportionally, to Salute
and many other shows. Another thing I found interesting was
that, unlike the last Hammerhead I went to a couple of years
back when it was still transitioning from Fantasy Partizan
this shows games were from all periods, both historical and
non-historical, but they had one simple proviso: they all had to
be participation games!
There were many good ones featured and some I didnt really
understand (Peterborough Wargames Battle for the Patio with
full-sized garden gnomes certainly attracted the youngsters),
but there were also some real bits of eye candy. The Leicester
Phat Cats Hostilities at Haribo was a fine example of 20mm
modern warfare and justly won a prize (I like any game that
manages a 1/72 TU22 on the table as well as tanks!) and the
overall winner Bingham and Districts Shaun of the Dead
was a splendid thing to behold, but there were many other
pretty games. In fact, Id go as far as to say that there wasnt a
clunker amongst them.
Of the many, many innovative efforts including Dragon
boat Racing from Doncaster WC and a reworking of the
Andrew Hubback and Kevin Dallimore slug it out in Clyde City. The Prize
winning Hammers Slammers game by the authors club The Warlords.
MINIATURE WA R GA M E S
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Armed and dangerous: the ever-popular MWBG girls (from l to r Sammi Welcher, Juliet Arthur and Katie Ayres) pose with WWII re-enactors from the Woolwich
Firepower Royal Artillery museum. The lads couldnt believe their luck when we stormed their encampment in the middle of the show! Our sincere thanks to them.
15mm WWII action by Jersey Privateers, one of several WWII games this year.
70
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A lovely looking 28mm Crusade siege using Sage: The Crescent & the Cross.
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NEXT
ISSUE
www.atlanticpublishers.com
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Our lucky winner of the Encyclopedia of Warfare competition in issue 372 of Miniature Wargames with
Battlegames is Joakim Strm in Sweden. An honourable mention in dispatches for the runners up, Eddie
Rainford, Simon Skinner, Bryan Davies and David Logan. The answers were: 1) The book covers from
Hayk Nahapet defeating Nimrod in 2492BC up to the Arab Spring and the Syrian Civil War in 2013; 2)
the Dictionary of Wars was written by George C Kohn; 3) in 2011, Casemate took over Oxbow Books;
4) the book by Phillip Thomas Tucker is Barksdales Charge; 5) the company famous for creating the
range of 1866 figures, whose books are distributed by Casemate is Helion & Company. (That seemed to
catch a lot of you out as the range is now owned by North Star.) EDITORS NOTE TO WINNERS: when
you have been sent a prize, a short note or email acknowledging safe arrival would be appreciated.
GO DIGITAL!
72
Issue 373
Now Available!
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ORDER
YOUR
COPY
NOW!
Illustrated with photographs taken by the Perry twins themselves, displaying armies from many historical eras in mouthwatering dioramas and vignettes, created by Alan and Michael Perry with help from their wargaming friends.
The book opens with a foreword by Rick Priestley and concludes with a brief biography of the twins by Henry Hyde.
The First Crusade 1096-1099 Agincourt to Orleans 1415-1429 The Wars of the Roses 1455-1487 and
European Armies 1450-1500 Samurai Armies 1550-1615 and Choson Korean Army 1592-1598
The English Civil Wars 1642-1651 and the Border Reivers of the 1580s The American War of Independence
1775-1783 Napoleonic Armies 1809-1814 Napoleonic Armies 1815 The First Carlist War 1833-1840
The American Civil War 1861-1865 The Mahdist Uprising in the Sudan 1881-1885 World War II 1939-1945
ORDERING
DETAILS
Masters in Miniature 29.50 + p&p (UK 2.95; Europe 5.90; RoW 7.38)
Make cheques payable to Atlantic Publishers and send to
Masters in Miniature, West Street, Bourne, Lincolnshire, PE10 9PH
Tel: 01778 392032 Email: subscriptions@warnersgroup.co.uk
Or order online at https://subscribeme.to/miniaturewargames/products
MINIATURE WA R GA M E S
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The Battlegames
Combat Stress Appeal
After an exceptional month, we have surged
towards our current target of 20,000 and our
running total now stands at 14,840.92 plus
Gift Aid, a massive jump of 1,170 since last
month! The Editor brings you up to date.
A TRIUMPHANT TRIBUTE
OTHER DONATIONS
20 has come through to the JustGiving website from three
donors thanks to Malcolm Johnston of the Grimsby club and
those lovely flags of his. And finally, a very nice chap called Barry
Sweeney thrust a couple of 10 notes into my hand at Salute for
me to donate to the cause on his behalf. Thanks Barry!
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HOW TO DONATE
Donate online at www.justgiving.com/battlegames/
This method is quick, easy, totally secure and the most efficient
way to raise funds: Combat Stress gets your money faster and,
if youre a UK taxpayer, Justgiving makes sure 25% in Gift Aid,
plus a 3% supplement, are added to your donation. You can
also send a cheque made payable to Combat Stress to the
following address:
The Battlegames Combat Stress Appeal
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Your support is greatly appreciated. Together, we really are
making a difference.
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Magazines...
Website...
w w w. a t l a n t i c p u b l i s h e r s . c o m
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CLASSIFIED
Editorial
FOR SALE
25mm painted Napoleonic figures 120 Infantry,
48 Cavalry, 3 guns + crews. Mainly French, few Saxon.
Email: jjr@jross89.fsnet.co.uk
Polly Oliver AWI well painted, plus books
and other odds and ends.
Phone: Mark 07979612915
Email: Lawrenm02@cpwplc.com
Waterline Ship Models and Kits
1/1200 and 1/1250. Warships and Merchant.
For more information or a list
Phone: Dave 02392 352383
Email: dave.willcocks@ntlworld.com
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WANTED
1950-70s plastic toy soldiers,Vikings, knights,
cavaliers, cowboys, wagons, forts and buildings
wanted. Farm. Plastic and lead garden. Timpo trains.
Toy soldiers catalogues, adverts.
Phone: 01455 286510
Turn Your Lead to Gold have you got piles of
figures that you are never going to use?
LTD
Figures wanted for cash, part ex or New for Old
www.hindsfiguresltd.com
This space
could be selling
for you!
Contact:
Alex Robinson
Tel: 0845 226 0477
Fax: 0845 226 0377
alexr@media-shed.co.uk
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Trade Advertisers:
20p per word (minimum 20 words; phone numbers, email and web addresses count as two words). Box No. 5.00. Adverts must be paid for in advance of publication.
Booking Deadline: JULY Issue 375 16th May 2014 (Please email your text to: alexr@media-shed.co.uk)
PAINTING SERVICES
Elite Company figure painting. I am a long established painter, 5mm to 40mm. Collectors and basic
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Email: Elitecoy@aol.com
J.A.D. Designs high quality painting and basing
services for the wargamer and collector.
Phone: 01283 521247
Website: www.quarks-bar.co.uk
The Loaded Brush figure painting service. Sci-Fi,
fantasy and historical periods in all scales, finished to
your specified standard. We supply new miniatures,
or select from our regularly bought and sold used
miniatures. For more information or a quotation
Email: pictor@theloadedbrush.co.uk
Phone: 07909 556644
Address: Enterprise House,
Houghton-Le-Spring DH4 4JW
INFORMATION
Craonne Wargame Sunday 22nd June 2014
Commands appointments are now available
Email: tmaroney@hotmail.co.uk or
Phone: 01428 725193; more information at
www.napoleon200.org
CLUB NEWS
West Norfolk Wargamers
See us on Facebook;
Historical Wargamer seeks opponents near
Downham Market, Marham, Littleport areas.
Phone: 07909
020522
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Enter a World of
Bravery & Valour
Book 1
Book 2
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