Back to Africa with 5core Skirmish.

Last week I hadn’t had the time to prepare a game like I usually do so Evan had an idea for a skirmish based, I think, on the ‘Tears of the Sun’ film he is a fan of… I’m not sure I’ve not seen the film.

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(Apologies for the picture quality as I was using the camera on my phone.)

 

He had a group of 6 SOF (2 M203s, 2 M4 Assault Rifles, 1 Light Machine Gun, 1 Sniper) types whilst I had a group of African militia (Mostly AKs with a RPD, a RPK and a few PPSh SMGs). After entering the village Evan’s figures had to search the buildings until the Doctor was located, I wrote down where I had hidden him.

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This was the table. I set up in a rough circle protecting the centre of the village whilst Evan’s forces could enter from any side.

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Evan moved his men in carefully clearing as the went covered by a sniper he put up a tree.

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I tried to slow their advance with my RPK wielding figure but he was taken out by the sniper.

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At times the fighting degenerated into a violent melee as I tried to force the SOF back. With 12 figures to his 6 I tried to win by a bloody process of attrition.

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At the games end Evan had searched all the buildings which have had their roofs taken off in the above picture. Unfortunately he didn’t find the doctor; I had hidden him in the toilets which is where Evan said he’d have put him too.

My attritional tactics worked in the end just. Evan failed a squad morale roll before I did and withdrew from the field.

In retrospect it was a good fun game but would need tweaking a bit if we were to play it again. Both the SOF types and the African militia had the same chance of shooting each other which seemed wrong given the vast difference in marksmanship skills so I think that more use of the skills and benefits that are in the rules will give a better feel for the game.

The plan is to try a stealth type game next.

Cheers,

 

Pete.

 

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A first try at 5core Skirmish (3rd Edition).

I, like most wargamers I think, am never 100% fully satisfied with any given rule set and so I go through stages of tweaking bits, rewriting others or adding bits in. Also I’m always keen to try a new set of rules to see if the grass is greener on the other side. The obvious answer would be to write my own set but that is always easier said than done.

Given how much I and the others have enjoyed playing Nordic Weasel’s 5core Brigade Commander rules in 6mm I decided to pick up one of their skirmish sets from Wargames Vault and give it a go.

I grabbed what was handy fromthe shed and Brian and I had a quick run through of the rules. I set up a 4 by 4 table (I’ll say here that we played with all measurements doubled) to look a bit like Rhodesia (Zimbabwe). The light green patches were  bits of scrub, mid green defined the edge of woods.

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Brian got 2 four man teams of RLI each with 3 FN FALs and 1 FN MAG:

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Whereas I got 10 assorted ZANLA (5 AK, 2 SKS, 2 PPSh, 1 RPD), all of the figures were from Under Fire Miniatures.

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My ZANLA move up the left flank.

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Whilst others advance into the kraal.

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The RLI move into position at the edge of the woods, this was just before we found out how powerfully an FN MAG is.

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We used a lot of counters (Green= hidden, Orange= fired, White= Panic, Red= Knocked Down, blood splat= out of action) I know that is not to all gamer’s tastes but for me function follows form if it for the sake of game play.

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RLI advancing through the scrub on the ZANLA right flank.

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In my last two turns I managed to combine a scurry followed by a fire fight; I got my men into position weathered the return fire then was in a good place to shoot. I took a few casualties (4 out of the fight) but I gave the RLI a bloody nose (2 out of the fight) which historically they would have found hard to countenance.

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First impression on the game were overwhelmingly positive from both of us- clear rules and it played nice and quickly too, ideal for a mid- week evening. The mechanisms are very similar to the brigade level game but feel right for a smaller level of play. Having three reserve activation dice to use throughout the game is a nice feature, standing in for the asset cards in Brigade Commander. The RLI didn’t do as well as they should have, even with the tactical advantage, but if we re run the scenario I’ll add in some skills to boost their performance. I wanted to keep things simple for a first run through.

The only two minor quibbles would be how to have assault and bolt action rifles on the table at the same time. We decided to just treat the AKs and FN FALs as infantry rifles and the SKS as a single shot rifle to provide some differentiation.

Also I’d have like to see some rules for medics too – but that can be easily house ruled (and that takes us back to the top of the post).

I’m very taken with the set and am already planning future games as well as tie ins with our 6mm Cold Wars games in a mini campaign.

Cheers,

 

Pete.

 

Russo- Japanese Naval- a new project.

There is nothing as much fun as a new project is there?

 

This time I’ve decided to start a naval project based around the Russo- Japanese War. Simon ( http://lestradesgame.blogspot.co.uk/ ) has gone for the slightly earlier Sino- Japanese War so there should be some crossover potential for our model collections. We both bought the appropriate starter packs from Tumbling Dice’s relatively new 1/2400th Battleships range. With the aim of fighting out the bigger actions of both wars as well as running campaign games. Simon has done some work already on the Sino- Japanese one.

I was really impressed with the little model ships. A bit tricky to assemble with regards to what goes where as it is a new period to me but fortunately I had a book in my library that had some good line drawing of the major ships. The contents of the RJW war Japanese starter pack looks like this:

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The corresponding Russian one looks like this:

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The ships were based on plasticard textured with a thick acrylic paste stippled on to look like water. Drybrushed up I think it looks quite effective. Finding the right colour schemes for the ships has proved to be somewhat difficult as a lot of the information is contradictory. In the end, I decided to base my paint selections on the information from this site:

 

http://www.wtj.com/store/index_paint_guide_hist-paint.html

 

I have two sets of rules for the period, both from A and A Game Engineering, Tsushima and Fire When Ready. Tsushima seems the simpler of the two and will allow for the large actions that we want to game to be played out quickly so with have decided to go with that set for the time being. Fire When Ready does have some excellent scenarios in its back pages which I intend to work through.

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We have had a few games now and seem to be getting the hang of the rules. With all naval games, I’ve played there is an element of book keeping but it is kept to a minimum with only hull hits and weapons mount losses being recorded. Combat resolutions is mainly by D10 but a variety of different sided Dice are used to determine gun damage dependant on range. The Japanese vessels are qualitatively better than the Russian equivalents but the Russian ships pack more torpedoes on which can allow for a lucky shot and getting a disabling critical hit. Cruisers are pretty tough until they get hit by a battleships’ main 12” guns at which point they look like they are made of tinfoil. In the games that we have played they have been the only actual sinkings, although the battleships have usual mutually damaged each other by game’s end.

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I got Evan to play a game too and he seemed pretty taken with them so that is good.

 

To move the project forward I intend to get the Battleships and Cruisers at least and maybe the destroyers too for the Battle of the Yellow Sea and Tsushima. A lot of the Japanese ships can be used for both which is handy. It should give me something to work towards for the rest of the year. I’ll add a few islands to the list too to give the table a bit of character (the ones in the photos are Evan’s).

 

Cheers,

 

Pete.