26 September 2016

AAR: Dystopian Wars - Some Cold Revenge

Ziggy and I put our Dystopian Wars toys back on the table last evening. This time around we played a 1200-point land game. Having just finished up my Belgians, I of course had to include them and put this list together:
N5 Bastille w/ Cloud Generator
N3 Liege
3 Marteau Artillery
3 R6 Tanks
3 R4 Tanks
5 FT-12 Light Tanks
Tourbillon w/ Fury Generator
2 Voltaire
1 Ace Fighter Pilot

It's normally against my programming to include three large/massive in the same army and things would be easy for Z if he drew the objective of killing all of my smalls (just five!). I rolled with it.

Our deployments. My Voltaires are flanking (turn 3) way to the left. The Foxhounds are flanking (turn 2) on the right. Zig stuck his big guys in the corner as he's wont to do.

After getting some spotting markers on the Lysander, my Liege hit it with all five barrels for a crit.

At the end of turn one, the Belgian R-4s smack the Sovereign with a "Hard Pounding" crit. Heheh.

Gratuitous shot of my models.

I actually won initiative on turn 2 and the R-4s immediately activated again. Another crit on the Sovereign. Bwahahaha. The thing was pretty well ruined.

I poured that beer pretty quickly.

My little FT-12s get in on the action and kill a Mk. 2.

Zig's first points - a 25-point Ace fighter pilot.

Ace pilot Jacque Blaque Shellaque was avenged moments later as the Liege finished off the limping Sovereign.

The Brunel unloads its front battery into a Belgian tank. Overkill? I think so.

The Tourbillon makes a Mark 2 teleport with its rockets! How fun. 

My artillery finish off the Lysander to end turn 2. The score was now 345 to 65 in favor of the French.

The situation at the start of turn 3.

The overkill theme returns as the front heat lance on the Bastille finishes off the thrice-damned Steward shield tank.

The Voltaires eventually show up and take some pot-shots at the British artillery. Classic - they scored a nav-lock crit on a vehicle with a fixed-forward arc. Wrapping up turn 3, the score had rolled along to 610 to 220.

Turn four went by rather swiftly. The Terriers, Foxhounds and Brunel thumped my Bastille pretty badly. I concentrated on scoring points, killing off two Cromwells, a Mk. 2 and a Foxhound. I also took out the Shield Generator on the Brunel with a critical hit.

I was at 815 points, 25 shy of my 70% target. Ziggy was at 300, needing to score 600 including killing my Commodore's vessel (the beat up Bastille). We called the game there. The result wasn't really in doubt.

Wow, a crushing victory for the French! They avenged their last outing against the British Army which was a lousy draw. If anyone is ever curious about whether or not the N-3 Liege is worth a darn, the question was answered - it's a beast. Combined with good spotters, it can cause pain all day long regardless of the terrain situation. This was my first time using the Tourbillon as well and it's every bit as nasty as its reputation. I left it Obscured longer than I should have - it only got two efficient rounds of shooting in. I was very pleased by how this army played and would use this same set up again without hesitation.

21 September 2016

Recently Painted - Dystopian Wars Belgians

I got a few DW tanks completed this week - some Belgians I picked up on the cheap a week or two ago. In the Dystopian Wars fiction, Belgium is a protectorate of France and are simply just "part of the French OOB. I did paint these guys quite differently from my solid dark red French land forces, figuring the crews would have quite a bit of national pride, not wanting to simply ape "big brother." I did however keep that dark red on the big Liege landship - the mix of camo and solid color turned out well I think, although I debated it for quite a while in my noggin prior!

The Belgian N-3 Liege and French N-5 Bastille

17 September 2016

Mark IV Specials

I finished up three Plastic Soldier Company Panzer IVs this afternoon. They turned out nicely and will be a welcome addition to my 1/72 WW2 collection which is very infantry heavy but gradually is becoming more mechanized. As with other PSC models, They assemble very easily and are a good deal for gamers - in this case three tanks for less than $30. The best thing about them may be the very easy wheels and treads.

I wish I hadn't put the schurzen on the commander's tank, but it was attached very solidly by the time I tried to remove it. No matter - they'll perform just fine on the tabletop!

11 September 2016

Rate of Fire AAR - Eastern Front Action

Ziggy and I played a bit of the ol' Rate of Fire last evening. The 1/72s have been idle for too long, plus there's a deeply ingrained attraction in my psyche for this type of wargame, having cut my teeth on 40K many years ago.

So the set up was a Soviet attack on a German-held position. Ziggy somewhat surprisingly chose to play with the Red horde so I started looking at the village end of the table for defensible positions.

The Red horde begins working forward.

My starting troops were in hidden deployment. I had a PaK40 at position 1, infantry squad at 2 and 4, and a StuG IIIG at 5. 3 and 6 were dummy counters. The road intersection is the Soviet objective. The battle would continue for 12 turns or until one force broke.

Ah... there they are! Man that's a lot...

No need to waste any time. The StuG reveals itself and quickly knocks out one of the SU122s! That should help a bit.

A smoke screen went up in front of my StuG. The remaining SU122 relocates into the woods.

My squad at spot 4 make the sound decision to exit the woods and get to the other side of the hedge.

You can see that the mortar has created yet another smoke screen. Apparently there was next to no wind because the Soviet smoke just would not dissipate. I had moved my assault gun which is what prompted the second smoke template.

It appears that the SU122 has thermal imaging or some such nonsense as it puts a round on my StuG, smashing it easily.

Reinforcements arrive! Another squad of infantry (and a half-squad elsewhere you'll see in a moment).

I had revealed my ATG and had been firing HE towards infantry in the center. Not only had it may NO impression at all, but now it was being assaulted by submachinegunners. Three of the crew had been killed at this point.

But these guys in the woods at spot 2 open up on the Russians at the crossroad and take out three of them right away! Finally something positive.

The half-track infantry occupy the ruined building.

The big picture. My reserve fireteam that had also arrived is towards the lower left. I really could have used another tank or something at this point.

Another God-forsaken smoke screen drops. At least the Soviets have abandoned the objective for now.

My squad behind the hedge now has company. They've held up very well under a constant hail of fire. A squad of reds have occupied the ruined house in the center.

My Aufklarungs who were distracting the submachinegun squad are wiped out! They did manage to weaken the assault squad quite a bit before they departed.

I get the crazy idea to assault the Russians in the ruined house, using their own smoke screen as cover. The plan worked remarkably well, all things considered. I did lose the close combat, 4-3 and my squad was forced to retreat from whence they came. At least I wasn't completely mauled!

My squad behind the hedge is finally taken out by the Russian dogs on turn 10! The Firefight of Blood Hedge will live in our memories for quite a while.

As night-time closed in, the Russians swept over the road intersection. The depleted German force had no choice but to fall back, and quickly!

I didn't do a great job of photo-documenting everything that was going on, but I think the AAR captures most of the import action. Z and I had a good time with the toy soldiers for a couple hours. I think the scenario was fairly well-balanced. When setting up the scenario I completely forgot to limit the amount of smoke ammo the mortar had. Giving it just 5-6 smoke rounds would have been a game changer for sure. It didn't help that once the smoke landed, it steadfastly refused to dissipate. I made a couple mistakes - my positioning of the ATG was lackluster. I should have put it atop the hill on my right. I also should have tried to park the halftrack in a spot that would have been able to leverage its machineguns. Truth is, I was very afraid of the SU122 after it powdered my StuG and the halftrack would have been wrecked just as easily.

Either way... we both had a good time and I'm looking forward to another game of Rate of Fire!

10 September 2016

Ten Tin Men

I completed the second batch of ten Dystopian Legions automatons during the week. They're remarkably fiddly to assemble and for such small figures, they take much longer to put together than to paint.

Nothing earth-shaking but they do look nice all in a row! I've only got six minis left (and the two objective markers) out of that box set. I can't believe I'm this close to being done with it!