Wednesday War – What A Tanker AAR and Review

Lucius and I tried our hand with TFL’s “What A Tanker” ruleset.

The rules looked good and fun, so we grabbed some 15mm armour, threw some basic terrain down and worked our way through two fights.

For the first one, we thought we’d be smart and use cm instead of inches to make best use of the table area. This was a mistake. It was really hard to move into or out of cover.

Nonetheless, I took a troop of Shermans (1 Firefly and 3 Mark Vs) and Lucius threw 2 Pz IVs and 1 Panther up against me.

Ready for action

The Firefly charged bravely out from cover to shoot the Panther… but didn’t get enough movement. The Panther responded, moved into the clear and brewed up the Firefly.

Big Cat charges forward and kills my Firefly…

Oh. My Sherman on the left moved up and missed, while the Pz IV on my right flank found a gap in the trees and brewed up one of my Shermans. Uh oh. My last Sherman on the right bravely raced (or rather crawled in cm) up past its burning compatriot and destroyed the Pz IV that had menaced my right. My remaining tank on my left engaged in a duel with the Panther, damages its optics, as my other Sherman lines up a long shot at the Pz IV on my left and blows it up too. Things are looking much better, but that Panther’s gun… misses. The cat is torched and my troop is victorious!

A swingy fight for sure, but fast and fun.

The second fight had the same forces but distances in inches. My Shermans engaged and hit both Pz IVs right away, but did effectively nothing. The Panther moved up to take cover beside a building and brewed up one of Shermans. My Firefly tries to return the favour and badly damages the Pz IV on my right flank. I move my forces to the left, trying to limit the angle the Panther has on me and concentrate fire on my right flank. The other German tanks move up as my tanks miss and another Sherman goes up.

Crap. My two remaining tanks pour 3 more rounds into the damaged tank, which forces it to withdraw a little but it stays in the fight with one activation die.  The Panther moves up, shooting at the Sherman that is more exposed, but doesn’t knock it out over several shots. Meanwhile, the Pz IV on my left races up the flank. The Pz IV on my right takes even more hits (total of 9 hits from a Firefly and Sherman V) but somehow I can’t seem to roll high enough to do anything to it. The Pz IV on my left rounds the corner.

Uh… guys?

My Firefly traverses left and closes but I am unable to shoot for 2 turns (the way the dice work). My damaged Sherman keeps its glacis towards the Panther and puts two shots into the Pz IV, forcing it back up to the table edge. The Panther and the 2 Pz IVs hit the exposed Sherman, bringing it down to 0 activation dice, which we decide means that the crew has had enough and bailed. Game over. The dice were against me for sure, but the tank fight was fast again.

How did we find the rules? They were clearly laid out but the activation  system left us both in position but unable to fire. It would be frustrating if you only had one tank, but playing with 2 tanks solves the problem somewhat. So not a campaign game or likely to supplant Chain of Command’s armour rules, but a fun pick-up game to be sure.

Lucius is a former armoured officer, and he says the speed and deadly nature of the fight is realistic. But… being restricted in what you can do – rolling all of your dice to move but not being able to fire when you have acquired and aimed is silly. Perhaps an alternate activation system is needed if this is to be a more serious game.

Chain of Command’s strength is that you have to spend your activation resources wisely, in this game it’s a crap shoot. An alternative would be rolling dice to determine how many actions you have and then deciding how to spend them. A simple solution could be a 2d6 system with a tank’s rating. Roll over the tank’s rating (lower rating is better). If you roll under you can do 1 action of your choice. Meet the rating, 2 actions. 3 or more over the rating, you have 3 actions. So you could acquire, aim, and fire in a round. Or move and reload. Or simply beat your crew into slewing the turret the right way. This would allow experienced crews a real advantage. While inexperienced T-34s are dangerous, they would not be able to react quickly to threats. A tank would start with a rating of 6 if a veteran, 7 if trained, 8 or 9 if conscript or with a smaller crew (early war French tanks I’m looking at you)!

Thoughts?

Workbench

So the Warrior ships are coming along. I’ve finished stepping the masts and hoisting the sails. I’ve also put them on their basic bases. I will be trying to use some PVA-soaked black thread for rigging and then I’ll do some touch-ups and finish the bases. Having spent far too much time at sea, I think that the emphasis on some of the details in the sails in certain painted models is a bit much. I don’t mean to suggest that it is “BADWRONGFUN” but that from a mariners perspective, you only get hints of detail on sails until you’re close. I considered highlighting or washing some of the detail present on the sails before I thought of that; which not only makes me feel salty, it also saves me work! So here they are awaiting their standing rigging etc:

The first three roll off the ways
In line astern

I’m happy with how they are turning out and am looking forward to getting to the rest of the ships once I’ve finished my Fallschirmjagers.

Speaking of which, I sprayed the base-coat on some of my FJ supports this afternoon.

The help for the heer… well, almost.

Things are moving along, which is great. I’ve sidelined all of my medieval and fantasy miniatures and I’m going to make a concerted effort to get my FJs done in time for the Arnhem campaign. So I’m going to get the vehicles done, turn to the troops, and then work on bashing out some more terrain. We don’t have a firm date for what “in time for the Arnhem campaign” means, but we want it to be before August. There is much to be done.

Project Planning – Napoleonic

My wargaming plans are not confined to WW2, not by a long shot. For my Napoleonics here was we’ve got slowly working towards fruition.

Kiss Me Hardy rules, 1:1200 scale. These rules are going to be the analogue to Wings of Glory for us. They will serve for quick games, though we would like to run a bit of naval campaign at some time in the future.

Denmark Campaign, General D’Armeé rules, 15mm. We are working on building up a fictional scenario, not long after Jena and Auerstadt. The British, worried about the developments in the area, invade Denmark. The French dispatch a corps to the north, their timeline for seizing the Danish fleet being correspondingly moved up. The Danish caught in the middle, will be holding Copenhagen (with their fleet). We are hoping to have a naval aspect with the outcome of naval battles influencing reinforcements and supplies available.

Peninsular War,General D’Armeé rules, 15mm/Sharp Practice 28mm. After the securing the Baltic, our attention will shift to the Iberian peninsula. We are hoping to do a campaign in 15mm, marked with 28mm Sharp Practice skirmishes and raids (that may involve a certain captain in the 95th rifles). Between L and I, we have a good start on collecting the 28s, but we have so very, very many 15mm to paint up that the plan for this is very much in the future.

 

 

WIP: Warrior Ships

It’s a quiet, grey Friday here on the Island, so here’s a WIP post. My Warrior ships are coming along. They do lack the detail of a Langton model, but some judicious paint has solved some of the problems. The gun carriages, for instance, aren’t distinct. I painted the whole mess red and then did some black over top to emulate the guns themselves. I also used a dark wash on the hulls, which I was nervous to do as I thought my decks may have been dark enough already. The results, however, have been pleasantly surprising. I am not only new to painting warships, I also happen to have only one fully functional arm as I wait for my next operation. Nonetheless, the results aren’t embarrassing.

After a dark wash

 

The picture isn’t the best, but the ships look like they’ve got some depth and are ready for some touch-ups and rigging. I did rig the British cutter (mis-ID’d in the other post as a corvette) and found that my superglue applicator has become, well, glued. Not to be deterred I found a way.

The British Cutter takes shape

Overall, I’m happy with how things are progressing. The yellow stripe on the British hull is distinct enough for identification at a distance, especially in comparison to the red French 2nd Rate. I’ll be trying to figure out how to base them over the next few days. Hopefully I’ll be able to post the first three finished ships at the end of next week.

BT

P.S. Note that I am using (and will continue to use) BT in the traditional naval sense, and not in any of the slang usage that may be found online or downtown.