A present from my wife

As regular readers of my blog will be well aware, I am a great supporter (and user) of Hexon II terrain. I own quite a collection of the stuff – probably enough for most of my wargaming needs – but I think that you can never have too much of a good thing!

My wife and I are now of an age when we tend not to buy each other big presents for Christmas or birthdays, but just before this Christmas my wife asked me if I wanted or needed any more Hexon II terrain. I answered in the affirmative, and a week or so ago I gave her my list … and it was all delivered yesterday.

I am now the proud owner of:

  • A pack of marsh/swamp single hexes (10 in all)
  • Two packs of blue single hexes (20 in all)
  • Two packs of green flocked single hexes (20 in all)
  • Two packs of desert single hexes (20 in all)
  • Two desert transition hill sets

  • A desert transition escarpment set

The additional hexes and hills/escarpments will give me the ability to have quite a bit more variety of terrain on my tabletop.

What a great present!


Adding a naval dimension: taking a step back

Perhaps I bit off more than I could chew … but after some fairly concentrated effort on my part, adding a naval dimension to my BIG BOARD PORTABLE WARGAME rules has now been completed.

The problem is that I am not quite happy with the result. All the game mechanisms work … but I am not totally happy with the way they mesh together. I have therefore decided to take a step back from doing further work on this project for a few days. Previous experience shows that when I return to it, my mind will be clear and the problems will have either gone or solutions will present themselves.


Another hurray for eBay!

The second batch of AXIS & ALLIES MINIATURES that I bought via eBay has arrived, and they have swelled my collection considerably. The batch was made up of twelve(!) Hungarian Turan I tanks …

… and six Marder II self-propelled anti-tank guns.

Some of the latter have a rather bad case of ‘barrel drop’ … but I think that this can be cured with some hot water and patience.

(I have included a ‘small’ 20mm-scale figure [actually the officer from the original Airfix German Infantry set] in these photographs to give blog readers some idea as to the size of these model vehicles.)

I probably bought more of the two types of vehicles than I will ever need, but at a cost of £1.00 each they were a bargain … and wargamers love bargains!


Adding a naval dimension: slow progress is being made

I had hoped that it would be a fairly easy task to add a naval dimension to my existing BIG BOARD PORTABLE WARGAME: MODERN rules. I had already written a set of naval wargame rules that followed the same format (my PORTABLE NAVAL WARGAME rules) and at first glance it looked as if I could almost use them ‘as is’ … but integrating the two sets of rules is a somewhat harder task that I had at first realised.

Progress is therefore being made … but rather slowly.


Adding a naval dimension

The response to yesterday’s blog entry about my two play-tests was somewhat of a surprise – and an encouragement – to me. I had never before considered that the idea of wargaming a battle between ships and coastal/shore defences – either as the precursor to an amphibious landing or as a separate military operation in its own right – would appeal to anyone else … but it obviously does.

I was already thinking about how I could include the effects of coastal artillery gunfire on warships in the next draft of the PORTABLE WARGAME rules, but the more I thought about it, the more I realised that what I needed to do was to add a whole naval dimension to my PORTABLE WARGAME rules. I had already written a set of optional rules that allow aircraft to be included (and which are a self-contained set of air combat rules in their own right) and it seemed to me that I needed to do the same for ships.

My starting point is going to be my existing PORTABLE NAVAL WARGAME rules. They follow the same format as the other PORTABLE WARGAME rules, but will need to undergo some revision in order to be compatible with the existing rules.


An excursion into naval bombardment

At some point it is likely that I am going to fight a battle that involves an amphibious landing, and I decided that I ought to see how effective naval gunfire would be against well-constructed coastal defences. As I had a suitable model warship to hand, as well as my Hexon II terrain and a Hexon II fortification that could easily ‘stand in’ for a coastal defence fortress, I ran two play-tests this afternoon … with some interesting results.

Scenario 1
A Rusland battleship has been sent to take part in a naval gunnery training exercise. An obsolete coastal defence fortress has been prepared so that it can act as a target for the battleships guns. The latter has been told that it must fire at the target from a range of between eight to ten hexes (the sort of range at which any artillery mounted in the fortress would be able to fire) and it must assume that there are two Coastal Defence Artillery Units in the fortress. Its own armament is equivalent to two Units of Heavy Artillery (the main armament) and a Unit of Medium Artillery able to fire on each beam (the secondary armament).

Shells that landed and did no damage were marked with white markers and those that did damage were marked with black markers.

The results were very interesting!

Turn 1
3 shells on target; no damage caused.

Turn 2
2 shells on target, 1 shell under; no damage caused.

Turn 3
3 shells over; no damage caused.

Turn 4
1 shell over, 2 shells under; no damage caused.

Turn 5
1 shell on target, 2 shells under; no damage caused.

Turn 6
1 shell on target, 2 shells over; no damage caused.

Turn 7
1 shell on target, 1 shell over, 1 shell under; no damage caused.

Turn 8
1 shell over, 2 shells under; no damage caused.

Turn 9
3 shells over; no damage caused.

Turn 10
1 shell on target, 1 shell over, 1 shell under; no damage caused.

Turn 11
1 shell on target, 1 shell under, 1 dud shell; 1 casualty caused … at last!

Turn 12
2 shells over, 1 shell under; no damage caused.

Turn 13
1 shell on target, 1 shell over, 1 shell under; one casualty caused.

Turn 14
3 shells over; no damage caused.

Turn 15
2 shells over, 1 shell under; no damage caused.

Turn 16
1 shell over, 1 shell under, 1 dud shell; no damage caused.

Turn 17
1 shell on target, 2 shells over; one casualty caused.

Turn 18
1 shell over, 1 shells under; no damage caused.

Turn 19
2 shells on target, 1 over; one casualty caused.

Comments
It took 57 shells(!) to knock out the two Coastal Artillery Units in the fortress! This was mainly due to the range at which the battleship was firing (i.e. outside the range of the Coastal Defence Artillery).

Scenario 2
In this scenario the battleship opened fire at almost point-blank range (i.e. three to four hexes). This should increase the accuracy of her gunnery but would also leave her at risk of being hit by the guns of the Coastal Artillery Units if they were firing back.

Turn 1
3 shells on target; damage caused.

Turn 2
3 shells miss; no damage caused.

Turn 3
1 shell on target, 2 shells miss; one casualty caused.

Turn 4
1 shell on target, 2 shells miss; damage caused.

Turn 5
2 shells on target, 1 shell missed; 1 casualty and damage caused.

Turn 6
3 shells on target; 2 casualties caused.

Comments
It took only 18 shells to knock out the two Coastal Artillery Units in the fortress, and this was almost entirely due to the range at which the battleship was firing (i.e. inside the range of the Coastal Defence Artillery).

These two scenarios gave me the opportunity to play-test the possible outcomes of a naval bombardment of a coastal defence fortress at both long and short range, and they would appear to show that it if time is short, it is vital to get as close in as possible, and to risk the damage that might be caused to the ship or ships conducting the bombardment.


Latest draft of the Portable Wargame: Modern rules now available to download

In the light of the recent play-test I have made several changes to the existing draft of my PORTABLE WARGAME: MODERN rules. The latest draft includes:

  • A turn sequence that uses playing card tiles to determine the order in which Units are activated.
  • Changes that enable Artillery Units to ‘hold their fire’ if they are firing at targets that are (or are likely to be) in direct line-of-sight and at a range of not more than 4 grid areas. (This concept was ‘borrowed’ from Gerard de Gre and Charlie Sweet’s Napoleonic wargames rules in which Artillery can ‘hold fire’ if they intend to use canister later in the turn.)

I have used the opportunity to make a few cosmetic changes to the layout of the rules and have included a range of optional rules including:

  • Air-to-air combat rules
  • Air-to-ground combat rules
  • Ground-to-air combat rules
  • Rules for Cyclist Units
  • Rules for Ski Troop Units
  • Rules for Tank Riders
  • Rules for Gas attacks

These ‘one side of a piece of A4 paper’ rules have now become seven pages long … but in my defence I would like to point out that the last three cover Special Rules, Definitions, and Optional Rules.

The latest draft can be downloaded in PDF format from here.