Showing posts with label 15mm. Show all posts
Showing posts with label 15mm. Show all posts

August 19, 2017

Timecast latex rubber rivers

Since this article is a ‘pure’ review of a commercial product, let’s start with the mandatory declaration of independence – I am in no way associated nor sponsored by Timecast Models. Thus, this review is an expression of my personal opinion as private consumer and wargamer.

Allright, with these rather official preliminaries completed, let’s get on with it.

Couple of years ago I’ve decided to ‘migrate’ my terrain from GHQ-s styrofoam hexagons to ‘conventional’ DIY terrain boards. Major reason for this move was my wish to simplify the setup and keep as much of it (hills, woods, rivers, ditches, hedhes and so on) as removable, flexible stand-alone pieces.

At the same time, Timecast Models released their roads and rivers system, made out of silicone rubber. That in itself wasn’t anything spectacular, many companies make similar terrain pieces. But two things caught my attention in regard of this particular product range. First, Timecast Models made rivers came in four different widths that could be connected together with dedicated ‘connector’ bits into integrated waterway system. Second, Timecast complemented their product with variety of resin bridges and fords. In other words, their product line struck me immediately as a complete and expandable solution for waterways. And that, ladies and gents, isn’t something one can often say when it comes to wargaming terrain.

My first (and so far only) order included enough straight and meandering river sections of smallest width to provide continous river of about 2 meters. I’ve also ordered all available sets of fords, connecting bits and river bends. Samples of what came in the box are shown below.

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As can be seen in the pictures, the rivers and fords are made of brown, flexible rubber-like material. You can easily cut and trim individual pieces with a pair of scissors.

Before painting and flocking, I washed the whole lot in lukewarm water with some dishwasher detergent. Every bit was gently scrubbed with a toothbrush, rinsed in cold water and left to dry. It was probably a bit of an overkill, but better be overly cautious than running into problems later on with some chemical residues left-over from mouldning process messing with the paint.

On with the painting then… I kept things extremly simple here and started with painting the riverbanks with dark-brown acrylic wall paint from Flügger. Water surface was painted with dark-blue acrylic artist’s paint from Amsterdam. I know, I know, not very realistic, but I like my rivers and ponds blue. Next, I tried to add some shine to the water surface with help of blank acrylic varnish, but I can’t say this step had a lot of effect. Finally, I’ve stuck some flock on top of river banks with thinned PVA glue. And that was that.

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Couple of comments about painting process. First and foremost – the paint seems to stick to the rubber material used for these terrain pieces… and stays there! This is more than I can say about my silicon roads from Total Battle Miniatures. Yes, you can peel it of if you scratch it forcefully with fingernail or something sharp, but the paint doesn’t peel of on its own if you bend the ‘bands’. That’s a good thing. Second, the flock I’ve glued on with the PVA will probably rub off with time. But that’s no biggie, I’ll just reflock if I feel it’s necessary. Finally, I feel it’s a good ocassion to repeat the advice I keep hammering on this blog – if you value your money, do not use modelling paints for your terrain pieces. Vallejo, Army Painter, Games Workshop, it doesn’t matter which brand you use, their pricing is insane and wasting their product on terrain pieces will cost you a pretty penny. For large terrain pieces, use artist’s paints that come in huge tubes, or better yet, take a trip to your DIY market and find their paint section. They usually sell half litre sample jars that will last you forever, for price of two GW paint pots and carry color ranges that will make all modelling paint ‘systems’ look puny.

Oh yes, one last thing. I’ve included couple of resin bridges that were suitable for those rivers. I still haven’t painted them, but I think it’s only fair to included couple of snapshots of how they fit together with the rest of  the ‘system’.

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Overall, my initial impression of Timecast’s river system is very positive. They’re made of what seems to be durable, flexible material. Acrylic paint and varnish sticks well on them and they look the part once painted. Addition of dedicated bridges and possibility to integrate different river widths into single ‘system’ is in my opinion a stroke of genius and was the factor that convinced me to go with this product. So, for the moment at least, I can’t but enthusiastically recommend it to anyone in need of simple but effective representation of rivers on wargaming table.

July 18, 2017

Hedge test piece

Once again, going where everyone has been before. After watching a couple of tutorials on Youtube, I’ve ordered couple of packs of coconut fibre. Here in Sweden the easiest way (actually the only way, it would seem) to get hold of them is in small packs intended for nest bedding for birds and critters.

OK, you wonder, why should I care? Well, as it turns out, coconut fibre works pretty well as base for hedges of different sizes. And hedges, or to be more specific, boccage hedges is something I will need meters and meters of for my future Chain of Command campaigns.

For this first trial, I just wanted to see how hard it would be to work with the stuff. As it turns out, not hard at all. First, I took a wide lollipop (3cm wide) stick and sawed of the rounded edges. I didn’t bother with painting or flocking it, as it was quick and dirty proof of concept piece. Next, I pinched off a handful of coconut fibre and glued it onto the stick with hot glue. A bit of trimming was necessary to give the lump of fibre appropriately ‘hedgy’ look. Finally, I blasted the thing with spray adheseve and sprinkled the thing with Classic Flock from Noch. Couple of minutes later I repeated the last step, just to give the hedge a bit more ‘bushy’ appearance.

And that’s it, this is the result of this first trial, which by the way took all of 7-8 minutes.

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May 26, 2017

When Wargamer’s Magpie Syndrome pays off

Let’s face it, we all suffer from it to some degree – new period catches our interest, a new range of minis is released, a book or a movie gives us ideas for a cool scenario or campaign. When this happens, small parcels start being delivered by postal service to our doors. I’m sure that vast majority of wargamers is far more disciplined than I am and manages to put contents of those parcels onto wargaming table within a couple of weeks… In my case though, these newly acquired ‘treasures’ are as often as not inspected, admired, put in some box and then doomed to linger, half-forgotten, in my basement storage room. Sometimes for years, sometimes for decades.

Every once in a while though, a small miracle happens and my interest in the period or theme awakens again. As for example, with the WWII skirmish due to ‘Chain of Command’ ruleset. As I started to seriously consider putting together last week’s test scenario, I realized that I really didn’t have much terrain suitable for such game. And then I remembered… sometime in late ninties I’ve bought a shedload of bits and pieces from Gamecraft Miniatures. It took some effort, but after a small archeological excavation I’ve managed to dig up a bag of resin walls and stones. I am pretty sure that a dozen or so resin buildings are hiding somewhere, so the search is not yet complete!

Anyway… getting these walls and stone formations ready for a game seemed like a plausible goal over a period of two weeks I had for preparation of the game. In ‘raw’ form, the terrain pieces are made of off-white resin. So the first step was to wash them in luke-warm water with some detergent. An old-fashioned toothbrush is quite useful for this task.

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While the resin lumps were put aside to dry, I started to wonder how to approach this particular painting job. Normally, I start with a coat of Vallejo (or these days Plasticoat) grey primer and then get to work with acrylics. But in this case we’re were talking about stone. In nature, both stone walls and outcrops have a lot of subtle tonal variation, but in a limited color range. Browns or greys shift in saturation due to varied exposure to elements – to get a realistic effect, I would have to do a lot of blending and washes. And I have to admit, after all these years blending with acrylics is still a challenge for me. And so, I arrived to a somewhat surprising decision – this time around I would go ‘old school’ and dust off my old Humbrol enamel pots!

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Enamels may be an unfamiliar medium for ‘younger’ wargamers, but they were pretty much all we had before acrylic ‘revolution’ of early ninties. They are not water-solvable and need either white spirits or terpentine to thin (and wash the brushes). They stink (especially some of the older Humbrols can make your nose hair curl in panic as soon as the lid is off) and they take forever to dry. So when acrylics arrived on the scene, enamels didn’t stand a chance. But… this last drawback – long drying time (and I speak about several hours) is under certain circumstances a blessing in disguise. It allows for blending and lifting off techniques (that’s what I call painting and then ‘taking off’ paint from painted surface) that one only can dream of with acrylics.

I started the painting process with an uniform coat of Humbrol 98 for the stone formations and Humbrol 118 for the stone walls. Once this was done, I let the pieces dry over night.

For stone formations I next proceeded with building up several thin layers of 72 and 187 mixed in different ratios. Darker shades were applied all over the stones. I did however try to let the dark base color to get through here and there. That’s where ability to pick off the paint with the brush was very useful. As I successively lightened my mix, I blended it with underlying layers in the areas that would be exposed to sunlight and elements. For final highlights I added some light grey Humbrol 64. Addition of light neutral grey desaturated the mix. It was added to the sharp edges and surfaces that were visibly raised. Normally this step would be done with drybrushing technique. However, since enamels don’t dry in a blink of an eye, I had plenty of time to do proper blending.

I did however switch over to drybrushing once I started working on the walls. Blending of individual stones would simply take too much time. So a heavy drybrush of Humbrol 26 was applied to the raised stone areas with a flat brush, followed by lighter passes of Humbrol 187 and 72 in irregular patterns.

Next, I returned back to the stone formations. I dilutted heavily the dark brown Humbrol 98 with white spirits and used it as a wash, applying it to lower parts and around crevices of stone formation. Once done, I left everything to dry over night.

Last painting step consisted of a wash with Vallejo’s acrylic washes, which I applied on the walls in an attempt to bring out the detail of the walls. I mixed together Black and Oily Earth and applied it all over the walls. Not entirely happy with how this step turned out, but it did add a bit of variation in color tonality.

Once everything was dry, I flocked the terrain bits with turf and foam clumps from Noch/Woodland Scenics.

Overall, I am not entirely happy with how the walls turned out – the reddish tone of Humbrol 118 that I used as base color looks a bit unnatural to me. But from a couple of meters away the walls look perfectly serviceable. On the other hand I am totally delighted over the visual effect of stone formations. The stones have subtle but clearly visible shifts in color, which is exactly what I was after and the dark brown wash that was added in spur of the moment did a lot for creation of ‘natural’ look.

It was a very happy return to an old medium of enamels, which I’ve neglected almost completely over last two decades. For the future, I will have to remember about their special characteristics and positive properties.

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March 22, 2017

Canvas, Caulk, paint, Flock

Allright… so while the battle for Peter’s Hill is still ongoing (will explain later), I want to take the opportunity to talk a bit about the bits and pieces of terrain that I had to provide for this scenario.

Beside the hill itself, perhaps the most prominent terrain feature of this particular board is a large wooden area that covers the entirety northern half of that hill. There are different ways to represent wooden areas, but in this particular case I decided to try the technique I’ve already shown in one of previous posts – caulk mixed with paint, spread on canvas and then covered with flock.

I used exactly the same technique that I’ve tested here. The difference between the test piece I did on that occasion this time around was the size. I started by cutting off suitable piece of painting canvas and pinning it to the table. Next I outlined the shape of the wooden area. This helped me to keep track of the shape of the terrain piece as I spread thin layer of caulk and paint mix on the canvas. Finally the ‘painted’ canvas was covered with liberal amount of ‘Nadelwald boden’ ground cover mix from Buch. Once this was done, I left everything to dry for two days.

After two days I unpinned the mat and cut out the covered piece. Despite it being pinned to a table, the edges of the mat curled upward during the drying process. This was expected, but caused a bit of concern.

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On a whim I decided to try to fix this problem by simply painting the edges of the mat with same acrylic paint I used of ‘original’ mixture. This turned out to fix the curling problem and at the same time resolved the issue with the rather unseemly white edges, which would otherwise disturb the visual effect on the gaming table.

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Another thing that I wondered about was how well the ground scatter material would actually stick to the caulk/paint layer. In the much smaller test piece I did earlier, the adhesion as well as flexibility of the finished piece was really very good, but this piece was much larger. I didn’t have to worry though, size of the mat didn’t make any difference at all and the flock sticks to the caulk as if it were glued there.

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Since this piece of terrain is really rather large (about 60 x 60 cm), the question of how to store it became a bit of an issue. Obvious solution here is rolling the piece together. I was however a bit worried about friction agains flocked side. To give it a bit of protection I simply picked out four pieces of baking paper, taped them together with duct tape and used them as top cover for the mat.

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Overall, I am quite happy with both the mat itself as well as with how useful this techinque is turning out to be. I am quite sure that I will be using it in the future for different types of area terrain that need to be flexible. Roads, rivers and other linear obstacles is another area where this technique could turn out to be quite useful after a bit of experimenting.

December 18, 2016

FIrst Huey–the story continues

Spent two more hours on Huey ‘pilot project’ and the results are not too shabby. Not too shabby at all! The construction itself is pretty straightforward, although the fit of individual comopnents is ‘basic’ to say the least.

Also, as I suspected, the construction of rotor sub-assembly contained a hidden trap for the unweary. Rotor blades are installed on the shaft one at the time, with the lower one being mounted through a small square-shaped frame. Well. if one is not careful. the actual removal if this component can potentially weaken the plastic square to a point where it snaps off, either during removal process or at later time. As every plastic model kit modeller will tell you, when components are cut out of their sprue, there is a tension, which often can snap ‘the weakest link’. Whic, in this case, are the sides of little frame supposed to be used when mounting the blade in place. In my case, the frame held during removal process, but snapped as soon as I touched it later on. Once again, Tamiya’s Extra Thin Cement came to the rescue and salvaged a potentially critical situation.

The rest of construction process is quite uneventful. I am still not conviced that a mixed medium (pewter, plastics and resin) approach had to be used here, but once the kit is put together, certainly it certainly looks the part!

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December 17, 2016

Paint it black

Blaim it in on TV show ‘Tour of duty’ - whenever I see a Huey, I hear ‘Paint it black’.

Anyway, this post isn’t about flashbacks from my teens, but a flashback from about six or seven years ago, when Battlefront decided for some unexplainable reason to transplant their ‘Flames of War’ ruleset into Vietnam conflict. I guess things didn’t work out too well with that idea, but since Battlefront never does anything half-hearted, we’ve got a shedload of minis out of that misadventure… Perhaps the most valuable addition, if one’s to draw the conclusions of the fact how hard they’re to find these days, are helicopters that are symptomatic with Vietnam conflict – Bell UH-1 Iroquois, better known as ‘Huey’.

Since I’ve started to think about getting into Vietnam conflict, I’ve managed to acquire couple of those models. But, as so often, once acquired, they landed in a box and have been resting there ever since. That is until today, when I’ve dug them out of the stash and cracked open one of the boxes.

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What I found in it was a bit of a surprise – a strange mix of resin, metal and plastic components which took aback even a moderately experienced model builder like myself. Body of the helicopter consists of three resin components, which aren’t exactly best moulds I’ve seen. They do seem however to fit together resonably well. Main rotor assembly seems fiddly and metal parts are covered in flash. I do however like the fact that both the rotor and the stand are attached to the fuselage with rare earth magnets, making them removable for storage and transport purposes. Somebody at Battlefront did use their nuggets!

So… initial impression is overall cautiously positive – with a little TLC, this could turn out to be a pretty decent ‘Huey’. Will report again, once I get started with the construction.

August 27, 2016

Review–grass tufts from Gamer’s Grass

As long as the almost complete standstill in my wargaming persists, perhaps the best way to keep this blogg alive is by posting a review every once in a while. Let’s start off with grass tufts from Gamer’s Grass.

Allright, so to begin with, what exactly are grass tufts. Well, like pretty much all terrain and basing materials we use in the hobby, it’s yet another cross-over product from model railroads hobby. Basically, it’s a small lump of grass fibers secured at the bottom in a small drop of white glue or other type of transparent material like silicone. A bunch of such lumps is delivered on a sheet of wax paper. The idea with the product is that user is to peel individual tufts of the wax paper and glue them on terrain pieces or miniature bases either with PVA glue or superglue.

If I am not correctly mistaken, the product was introduced over ten years ago by a company called Silflor – they’re still the ‘top dog’ in this department and have by now developed a vast variety of products in this range. The thing is though that their products are rather expensive.

Gamer’s Grass offers pretty much same product While their range is smaller, it is  in my opinion at least, better directed towards the wargaming scene. Most of their tufts are about 6mm high, which seems to be optimal for 28mm miniatures. For 15mm minis, this height may be a bit overpowering on a base, so their smaller range of 4mm tufts is probably better choice. Other heights, such as 2mm and 12mm are also available.

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The tufts come in different colours and heights. Individual tufts are made in three sizes and are shaped as an oval. Some shades/sizes are also available in form of irregularly shaped lumps. An individual piece of wax paper holds between (approximatly) 120 and 40 tufts, depending on size of indivudual ‘lumps’. The price is what makes products from Gamer’s Grass really attractive.

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I’ve been using stuff from Silflor on a couple occasions and the comparison between their ‘top of the line’ product and what you get from Gamer’s Grass works out quite well indeed. As already said, we’re talking about lumps of grass fibers put in a ‘base’ of some sort of flexible material, so there is not much room for improvement! Smile If I am to be completely frank, it seems to me that the material used for the ‘base’ by Gamer’s Grass is a bit more fragile. As a result, couple of tufts have desintegrated in my fingers as I peeled them of the wax paper. But with a bit of caution, they can be handled without any problems. Once glued onto a base, they seem to be able to handle the abuse expected to be caused by handling of miniatures in games and during transports.

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Last but not least, couple of words about the customer experience. My order was placed through their webshop and consisted of over a dozen of different tufts. Payment was done through Paypal and order was promptly confirmed through email. The small package (with all ordered items) arrived to my delivery spot just over a week after placement of the order. Overall, a very smooth purchase without any issues.

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In pictures included in this post, you can see some of the sheets that I’ve ordered. Most of them are of standard 6mm height and in various sizes. If you take a look at previously posted pictures of my early Anglo-Saxons, you can see the tufts ‘in action’. I was really satisfied with that ‘test run’ and can recommend Gamer’s Grass without any reservations.

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December 30, 2015

Charlie Don’t Surf Auto-Generated Scenario

Yesterday, H. dropped by and that gave me opportunity to have another go at ‘Charlie Don’t Surf’. This time around I’ve decided to give scenario generator a limited try, so a couple of words about how it works is probably suitable. In CDS, each side is provided with a selection of four different types of generic scenarios. When scenario generator is used in full, players are supposed to roll for the scenario type first, next for variables in scenario type assigned for their side and finally for the forces that will participate in the game (usually a company with some support). I’ve decided to simplify things a bit and, lazy as I am, I’ve reused the OOB-s from the previous game. Next I’ve assigned a ‘Sweep’ scenario for U.S. side and ‘Evade’ for VC.

Scenario

‘Sweep’ scenario type requires for the Allied side to make… well… a sweep, from point A to point B. While doing that, the troops are assigned up to three objectives. In this case, U.S. side had a search of the village as its primary goal, recon of the heights as secondary and interogation of locals as triary.

In ‘Evasion’ scenario, Viet Cong had to get out of Dodge. An exit edge is randomly decided before start of the game and the troops were then placed on the opposite side. The main goal is to get out with as many troops as possible. Picture below shows the scenario overview before start of the game.

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Random card draw assigned VC side to yours truely. H. was kind enough to take upon himself the task of U.S. commander.

My plan was rather simple. Since I had a bunch of local guys under my command, I didn’t want any extended shootous with the enemy. Thanks to the same fact (control of local force units), I also had a whole bunch of dummy blinds at my disposal. They would come in handy as a massive decoy on one flank, while I sneaked of the board on the other.

H. decided to take care of buisness as quickly as possible and selected the edge closest to the village as his entry point. Two platoons immediately headed of toward the village, obviously with the goal of ransacking the huts and intimidating the villagers into giving up any info on Charlie they may have. One of the hills would be the initial destination of the remaining platoon and MG platoon.

The game

Why abandon the winning concept? Let’s have a look at the pictures?

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First phase of the game was a true sleeping pill. H. moved over open terrain and rapidly occupied the village and high ground on the opposite side of the road. I on the other hand had a much worse time getting my troops going. Not only did I manage to roll an amazing amount of ones and twos, but the jungle terrain sapped about half of whatever movement allotment I managed to scrap together.

A somewhat bizzare situation occured during that phase of the game. Since none of my units/blinds could spot H.s blinds and they in turn had no targets to shoot at, H. could not deploy his troops. On the fly, we decided that his blind in the village could search two hootches per round, while the officer was allowed to interrogate one villager per round withouth having to deploy. My slow approach gave H. plenty of time to find the two rice stores hidden in the huts, thereby achieving his main objective. The force sent up the hill climbed it, found nothing and decided to take a rest.

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When my dummy blinds finally reached the position occupied by H., another odd situation occured. H. was apparently unwilling to abandon the high ground, while I wasn’t very interested in pushing on and disclosing my bluff. And so, for most of the game, we just sat there, starring at… nothing. In the end, H. broke the impass by pushing his dummy blind into my ‘troop concentration’, revealing a lot of empty space.

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On the other side, things finally heated up as my least letargic platoon scrambled up the high ground. U.S. platoon in the village was still in the hoots, but the one supporting it was in the rice paddies, giving me a perfect opportunity to blast them. One of the americans fell, critically wounded, the rest took cover wherever they could. However, a medevac helicopter arrived swiftly, fetching the wounded soldier to field hospital (no, no helicopters are painted yet, thus improvised marker).

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A nasty little firefight followed. I brought up my second platoon to the edge of the jungle, hoping on suppressing yanks in the village with their firepower. At the same time I intended on leap-frogging the platoon on the hill toward my exit edge. Ideally, my heavy weapons elements (recoiless gun and an MG) would be able to reach the low hill facing the flank of the village and keep the yanks pinned, allowing the rest to exit.

Plans are one thing, reality (or dice) allow for something very different. Fire from my platoon in the jungle was completely innefectual, while the heavy weapons group continued to take its sweet time getting into position. This forced the platoon on the hill into an exchange of fire with H.s units around the village. My fire had some effect – one american soldier fell dead, while yet another was critically wounded. Another medivac was called and responded as quickly as its predecessor. The rest of americans blasted into the jungle line, killing one of my soldiers and severly surpressing one of my squads.

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H.’s MG platoon on the far hill also opened up, taking my rear platoon under fire. This caused me some concern. MG-s are effective at much longer range than normal infantry small arms, so the two ‘Pigs’ on that hill reached comfortably edge of the jungle on the opposite side of the road. Given time they would hurt me. It was time to get back into the jungle, after all my goal was to get out, not to engage the enemy.

It was at that time that H. announced that he would now be pulling back from the village area. After all, his primary action was accomplished and his casualties were a bit alarming. Also, by now we’ve been at it for four hours and were a bit tired. And so, we called it quits. Picture below shows an overview of the situation at the end of the game, as seen from the hill occupied by the Americans.

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Musings after the battle

Yesterday’s game was one of those slightly odd occasions where the scenario ‘starved’ the enthusiasm out of the players by couple of mistakes in its design. To begin with, my movement into contact took far too long. As it turns out, this was mainly caused by me forgetting the fact that units on blinds can ignore first –1 in movement penalties in difficult terrain – a valuable lesson for the future. This –1 may not sound as much, but it is applied on every dice, meaning a reduction of movement by 4’’ per turn if a blind uses all its dice for that purpose.

Another thing that I think would make improve this setup immensly would be by moving the village into the center of the table. This would force U.S. side into more agressive movement, speeding up moment of contact. Funnily enough, a very similar scenario can be found in the Too Fat Lardies scenario book for ‘Charlie Don’t Surf’ – there, the village is placed smack in the middle of the table. I think I now know why that is. Smile

And what about ‘Charlie Don’t Surf’ itself? Well, I still haven’t used rules for artillery, helicopters, air support and a whole bunch of other stuff, but in general terms it is what it is – ‘I Ain’t Been Shot, Mum’ with Vietnam flavour. If you like IABSM, you’ll like CDS. With two ‘Tea Break’ cards, chaos of the card driven game engine is managable and I really do like the fact that Big Men have action points that can be used to activate either platoons or squads.

However, the Blinds mechanism in ‘out of the box’ format still seems to suffer from same issue that I’ve first observed in ‘They Couldn’t Hit an Elephant’. If deployment of troops is restricted to the two situations specified in the rules, which is either when unit wishes to fire or is spotted by enemy, then situations such as this which occured at the start of our game are bound to happen! Naturally, most of them can be resolved by application of common sense and couple of ad hoc rules. At the same time, when they occur, they will at the very least put extra strain on game master or players. Furthermore, as we all know, supply of common sense can sometimes run out in heat of battle. Smile Therefore I think that in the future games I will re-instate the rule I’ve already used in TCHAE games and allow players to voluntarily deploy their own troops from blinds at the end of each turn.

September 06, 2015

First taste of Charlie Don’t Surf

And so, more than two years after I decided to dive into this project, the day finally arrived – yesterday, I’ve run my first game with ‘Charlie Don’t Surf’, Too Fat Lardies’ company level ruleset for Vietnam war. T. took charge of Americans, L. run the local VC forces, while yours truly took upon the ungrateful role of game-master.

While ‘Charlie Don’t Surf’ has a full-fledged scenario generator, I’ve decided to keep things to bare minimum for this first try and put together a simple scenario without any bells and whistles – a reduced strength U.S. company with 3 x platoons with two squads each and a weapon platoon of two M60’s was to perform a search of a village suspected to contain a VC store. Local VC company of two platoons (3 squads each), an MG and a recoilless rifle stood for the opposition.

The game

Once again, I’ll rely on the pictures for the ‘meat’ in the AAR, with supplementary text providing the details. Quick comment about the pictures; for this first game I wanted as little distractions as possible, so I didn’t take any pictures while it played out. Instead, the pictures were ‘arranged’ today, while my memory of the game was still fresh. Mistakes were however committed, the most serious one consisting of me forgetting to deploy MG bases that were attached to two of U.S. squads, thereby augmenting their firepower. Furthermore, I didn’t bother with placing the ‘shock’, ‘pin’ or ‘suppression’ markers that were present during the game.

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The picture above shows the terrain where the engagement took place. Once again, with goal of keeping things as simple as possible, the jungle was designated as ‘light terrain’. Clumps of vegetation are also ‘light terrain’ although they do block LOS. Elephant grass is designated in CDS as ‘light terrain’, but I’ve read multiple personal memoirs of how exhausting it was to get through them, so until further notice I’ll regard it as ‘hard terrain’.  Rice paddies, hills and houses are self-explanatory.

The game started with L. deploying his forces. 1:st platoon and recoilless rifle took up position in the woods and on the height above the village. 2:nd platoon was deployed in the woods on the other side of the road, while the machine gun was placed on the height nearby, guarding the flank (I guess).

In CDS, units of platoon size initially have to be placed under so called ‘blinds’, effectively disguising the type and strength of the units. Furthermore, each terrain feature can act as a ‘blind’, thereby making units placed in such manner totally hidden – so in our game, initially there was no indication of 1st platoon and recoilless rifle at the beginning of our game.

Additionally, each side has the right to deploy a number of dummy blinds. Number of such dummies varies depending on ‘fraction’, with local VC being the extreme case. They’re authorised to deploy one dummy blind for each real unit in their OOB. Transparent red rectangles indicate where L deployed his dummies (although I do believe there weren’t as many as in the picture! :-).

Finally, L. marked a grand total of five tunnel entries on the board, or rather on a snapshot of the board I took before the game and printed out for this very purpose; isn’t modern technology grand?!! Four of those secret entries were in the area where his 1st platoon was hidden. One entry was placed just beside the lone house near the road.

With L. ready to receive his ‘guests’, we were ready to start! Events of initial four or five rounds are shown in the picture – T. entered the board from the right, with two platoons above the road and one below. T. had to spend some time on spotting and removing of fake blinds L. placed in path of his advance. This was done without problems, but T. had to disclose content of his own blinds while doing it – false blinds can spot as well as real ones!

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Meanwhile, the local villagers minded their own business, doing their best to ignore American patrol.

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Contact! In fifth round, L. took advantage of the fact that T.’s 1:st platoon came into close range of his own 1:st platoon hidden in the woods at the end of the turn. This gave him the right to open fire and he blasted forward squad of T’s exposed platoon with massed fire from two squads that were in range. This could have had fatal consequences, but luckily for T., L.’s ‘famous’ bad luck with dices restricted the casualties to one KIA and some ‘shock’ points.

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T.’s luck held in round that followed, with his 1:st platoon being activated before its assailants. His return fire managed to cause several ‘shock’ points on one of VC squads, but no casualties. Next, he called on 2:nd platoon for support – the rushed at top speed into the woods, their goal clearly being the flank of VC position.

L. had opportunity to continue the engagement, but decided that discretion was the better part of the valour. When his platoon was activated later in same turn, he broke contact and directed his troops to the tunnel entrance conveniently placed behind his position. In subsequent round T. managed to drop one of the retreating opponents , but that was all he managed to achieve before the VC platoon disappeared from sight.

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With VC vanishing into thin air, T.’s 1:st platoon headed for the edge of village. As soon as one of the squads got inside the hutch, L.’s recoilless rifle pumped couple of 57mm shells into it. Yet again, the results of the fire were limited to couple of points of ‘shock’, although one of the civilians taking cover inside the hutch was instantly killed.

T:s response was rapid and similar to that of the reaction to the initial VC attack – concentrated fire from two squads suppressed the gun’s crew and caused two casualties. Next, 2:nd platoon came into firing position, opened up and killed two more crew members. With single VC soldier remaining standing, we removed the gun from the play, even though there are rules in CDS for handling such situations with a bit more detail.

This ended the game in this sector, even though T. took advantage of the lull in combat and tested the rules for interrogation of civilians. The peasant in question was however, as the ruleset expressed it, ‘not interested in conversation’. :-D

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Meanwhile on the other side of the road, T.:s 3rd platoon advanced slowly forward against one of L.’s dummy blinds after another, until they unwittingly got in range of L.’s hidden machine gun. It opened up on one of the squads and managed to kill one American soldier before extremly effective return fire from his comrades almost instantly eliminated machine gun’s crew to the last man.

With 1:st VC platoon skulking in the tunnels and 2:nd never being able to get into position, we decided that it was quite enough excitement for this time and called it a night.

Musings after the battle

What did the ‘combatants’ think of this first experience with ‘Charlie Don’t Surf’? Well… T. has never been a big fan of rulesets from Too Fat Lardies and ‘I Ain’t Been Shot Yet, Mom’ in particular has become something of his pet peeve during the years when we used it for our WWII games. So, considering the fact that CDS is a derivative of IABSM, it’s hardly surprising that his impression of the ruleset was lukewarm. As far as I understood it, his initial opinion could be summarised with single word –overcomplicated.

L.’s initial impression, while restrained due to the basic character of the scenario, was definitely more positive.

As for me, the goal of this game was for me quite simple and clear – I wanted to get familiar the core rules for command and control of troops, basic infantry combat mechanics, and if we managed it, get a taste of some of the rules specifically designed to handle peculiarities of Vietnam conflict. I feel that this little scenario gave me what I was looking for, but at the same time it hadn’t provided me with enough ‘data’ to form a definite opinion about the ruleset. Of course it won’t stop me from writing another, more detailed post about my initial thoughts of ‘Charlie Don’t Surf’ in next couple of days, so stay tuned! :-)

May 09, 2015

It’s a dirty job AKA reinventing the wheel with caulk

Yes, after my declaration of dislike of working with terrain, the irony of the fact that this is yet another post about terrain isn’t lost on me. At the same time it is yet another proof that once you open one particular Pandora’s box, it is very hard to close it again. In this particular case, once I started working on the terrain boards, I became aware that I also needed a way to demark terrain types other than ‘plain grass’, and especially the wood sections. I already made a couple of woods pieces with MDF board as base and didn’t care much for their inflexibility. This made me remember a technique I’ve read about several years ago on TMP, where the terrain surface was made of caulk. Quick search on interwebs provided some rather intriguing tutorials by folks who made entire game mats of this stuff (have a look, some of them are quite impressive). After soaking up the experience of those talented people, I was ready for a trial of my own.

OK, first couple of words about the technique itself. Get yourself a piece of tightly woven fabric like canvas. Next, take a trip to a DIY shop and fetch a container of acrylic caulk used to seal cracks and gaps around the house. It’s important that it’s acrylic and not silicone variant – if the text on the bottle says you can paint over it, that’s what you’re looking for. You’ll also need a caulk gun to squeeze the stuff out of the tube. Finally, get some paint, sand, flock or whatever else you intent to put on the top.

Once you have the materials, the idea is quite simple – spread caulk on the fabric, stick the ‘topping’ on top and hope everything sticks together once the caulk sets. The final ‘product’ is flexible and can follow the contours of terrain, such as hills. It’s this property that makes this technique rather interesting.

Here’s a walkthrough of my first try.

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I had a bit of difficulty finding the fabric that I felt was up to the task. In the end I bought a roll of cotton painting canvas from local arts shop. 6 meters long and 50 cm wide, very stiff, tightly woven and has a proper solid feel about it. The cut out piece is a 40 by 40 cm square, which I stretched over a piece of MDF to ensure that it wouldn’t shrink or warp.

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Here, initial layer of caulk is put onto the canvas. As it turned out, it was far too much and about half of it had to be scraped off and tossed into the bin. As so often, less is more.

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Here the caulk is spread in an even, thin layer. This is the ‘foundation’ layer, which is supposed to be worked ‘into’ the fabric. Some people do it, other don’t. Once this step was done, I left the piece to cure over night.

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Now it’s time for the messy part – I squeezed out sizeable blob of caulk into a plastic container and mixed it together with some brown acrylic household paint. Sand and small gravel was thrown in ‘to taste’ just to provide some initial texture. The mixture was then spread evenly over the piece.

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This step is done immediately after the previous one – caulk/paint mixture is to be wet, so that covering material can stick to it! Since I intent to primarily use this technique for demarcation of woods sections, I covered majority of text piece with flock mix I normally use for that type of terrain. Once spread in even layer, I tapped it lightly, trying to ‘massage’ it into the caulk/paint mixture.

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Whatever surface was left uncovered by woods surface flock, I used for an ad hock test for other landscape materials. A strip was covered by very fine sand (a road, obviously). Top section on top left is covered with short fibre grass. Finally, the dark green pieces are fine flock I use as standard for my GHQ hexes.

At this stage, the test piece was left to cure for twenty four hours.

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Following evening I took the still mounted test piece outside, turned it upside down and shook it vigorously until nothing else flew of it. And yes, a LOT of covering materials fell to the ground. But… a lot more stayed on. The pictures above show the state of the test piece after ‘shake-off’. Woods flock mixture and green flock adhered to the caulk admirably. Fibre grass coverage is OK, but not perfect – underlying caulk shows clearly through. I’m least pleased with the fine sand ‘road’ – most of the sand failed to adhere to the underlying layer. Perhaps sealing it with diluted PVA glue would render a better result. But even this section could in my opinion be used on wargaming table.

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Here’s quick demonstration of flexibility of the test piece. I can bend it quite severely without caulk cracking or cover materials falling off. At the same time it must be said that it is quite stiff and doesn’t follow terrain contours as easily as I hoped it would.

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Final verdict – I am quite happy with this initial test. Things can definitely be improved, but the basic concept is sound and I will proceed with it for my wood sections. I’m also quite sure that it can be used with success for other types of terrain, such as pasture fields, roads and even rough terrain and marshes.