Showing posts with label Modern. Show all posts
Showing posts with label Modern. Show all posts

Monday, 16 January 2017

Testing the Rules

A first game to test the rules. :)


To the left are the defending forces.  Infantry in A2, B2 and D4, ATGM infanty in C2 and F4, a Bunny APC in E2, a Woodpecker SPAA in C1 and finally a Thumper SPA in B1.  They also have 3 Moggy IIs arriving on turn 6.

To the right, off map at the start, a company of QT74  MBTs, a company of Bumpy IFVs with infantry loaded and a Kyuteyusha SPA.  One airstrike is also available.


The first two activations for the attackers see them bring all their units on board.  The tanks take up position to fire in support of the Bumpy's advance on the village with the Kyuteyusha in a safe position to the rear.

The third activation sees all three tanks and the artillery fire on the village.  The defending infantry disappears never to be seen again...


The Thumper tries to knock out the lead Bumpy while it is still loaded with infantry but has no effect.

The two infantry units  on the left flank advance towards the hill and wood while the Woodpecker advances into the woods they vacated.  On the right the Bunny pulls back to hide behind the hill.


Two activations are used to call in the airstrike on the Woodpecker.  Half the squares around it contain targets so there's a good chance of multiple hits.  The woodpecker fires at the plane and misses.  Bombs away!

The dice see the hits scatter to an empty square then back in on the Woodpecker, for no extra effect.  One chance to hit and it misses!


The third activation sees the Bumpys advance and two of them drop off their infantry, one occupying the village and the other moving to where it can attack an ATGM infantry next turn (Infantry may not fire and move in the same turn).

The fourth activation sees the Bumpy's combine fire on the ATGM and miss.  If the Infantry had been able to join in it would have cancelled the terrain modifier for being in woods.

The first action by the defender is to fire the ATGM at the Bumpy next to the town for free but it misses.


The infantry on the left flank continues to advance and the Woodpecker and Thumper combine fire on the village to no effect.

Poor dice see the turn end after only 2 activations.


The Bumpys attack the ATGM again, this time with infantry support but fail to hit them.

The tank company with artillery support opens fire on the infantry on the hill and blows them away.  That's twice they've attacked and twice they've destroyed their target.  Unfortunately this made me a little over confident with them...



They come charging forward to sweep all before them, or so they think...


The ATGM takes a free shot at the tank and rolls an 11.  BOOM!!!!

The other ATGM tries to take out a bumpy but harassing fire from the adjacent enemy infantry throws their aim off.


The Bunny pops back up onto the hill it was hiding behind and sends an ATGM at the tank company commander.  The Thumper and the infantry adjacent join in and BOOM!!! there goes another tank.  So much for the unstoppable charge...

The Woodpecker fires on the village to no effect.


A third attempt to clear the ATGM unit from the woods is finally successful...


And the infantry unit advances after combat.

The infantry in the village advances up the road.


The surviving tank pulls back onto the hill where the tank company started their disastrous charge from.



The Bunny fires at the HQ Bumpy but misses, then pulls back beside the Thumper while the surviving infanty on the left flank advances onto the hill.

The Thumper tries to hit the infantry on the road but misses.


Realising it's all down to the mechanised company now they push forward, the one with infantry left on board unloading them next to the remaining ATGM infantry in the wood.

The tank, artillery and adjacent Bumpy fire at the infantry on the hill but to no effect.  The infantry on the road misses the ATGM infantry too.


The woodpecker fires at the closest infantry and destroys it, clearing the way for the ATGM infantry to blow up the Bumpy they had just dismounted from.  BOOM!!!

The Thumper misses the infantry on the road again.


The third activation sees the Bunny move back onto the hill intending to fire on the HQ Bunny as the fourth activation, but the turn ends before it can.


The infantry on the road fires at the ATGM and misses, as does the Bumpy firing on the Bunny.  The infantry in the woods moves up.


The Bumpy in the village fires on the Woodpecker.  BOOM!!!


The Bunny on the hill falls back next to the Thumper again and the reinforcing tank company arrives in line on the right flank and concentrates fire on the Bumpy HQ.

And misses.


The Infantry on the road move to protect the village from the infantry on the hill.


The HQ Bumpy and the infantry in the woods fire at a tank each.  Combined fire on one target would be more likely to get a hit, but this is a time for hoping for ridiculous luck to turn the tide.  They both miss.


The ATGM misses the bumpy in the village but three tanks plus artillery make short work of the Bumpy HQ.  BOOM!!!


The infantry on the hill destroys the infantry next to them...


And advances next to the village.


Tank, Bumpy and artillery combine to punish the victorious infantry but miss.


The Bumpy pulls back down the road.


And the infantry falls back through the woods.


The tanks advance to form a line centred on the village.


And combine to knockout the last tank.  The surviving attackers hightailed it out of there at this point.

I think the rules worked perfectly, they gave a fast moving exciting game and after the first couple of turns I didn't have to refer to them during play.  Converting them to a square grid seemed to work out ok too.  I need to paint up the rest of the units I have and make some more terrain tiles so I can try a bigger battle next time. :)


Rule Changes and Scenario

For my Modern games I'm going to be using Tank on Tank from Lock 'n Load Publishing.  The rules are free to download from their site here.

I'm playing it on a square grid rather than the hexagons it is intended for, and there are also a few changes I'm making to reflect the change in period from WWII.

1.  When measuring on the square grid for both movement and firing half rounded up of all squares counted may be diagonal.

2. Some units are armed with ATGMs that are only effective against vehicles.  These are indicated by having a second range number in brackets which they use against targets on foot.  If this second range is 0 they may not fire at foot targets.

3. Instead of Anti Tank guns in the original rules I have ATGM infantry units.  These may fire at no activation cost. They have a move of zero which can only be used to change facing.

4. Infantry in the same square as a transport vehicle are considered to be inside it.  They may not fire while riding the vehicle and are destroyed with it if it is destroyed.  They can dismount for free if the vehicle is activated for movement and are placed in any adjacent square including diagonally.  This happens after the vehicle has moved, it may not move after dropping off it's infantry.  HQ status can either go with the infantry unit or remain with the vehicle at the player's discretion.

5. Airstrikes use a d8 rather than a d6 for determining which squares are hit.

6. Anti Aircraft units automatically fire at airstrikes at up to double their normal range.  Blocking terrain is ignored.  At normal range or less the strike is driven off on a roll of 3-4 and shot down on a roll of 5-6.  Beyond normal range up to double range it is driven off on a 4-5 and shot down on a roll of 6.  The initial square targeted is used for determining the range.  An airstrike driven off is available to be called in again on a later turn.

7. Unit Ratings.

Moggy II MBT  3-11-2
Bunny APC  3(0)-8-2
Thumper SPA  6-8-2
Woodpecker SPAA 2-10-2
Infantry  1-7/10-1
ATGM Infantry - 3(0)-7/10-0


QT74 MBT  3-10-2
Bumpy IFV  3(2)-9-2
Kyuteyusha SPA  6-7-2
QT34AA SPAA  2-9-2
Infantry  1-7/10-1
ATGM Infantry  3(0)-7/10-0

All bases represent platoons, and my initial battle will see a company of tanks and a company of mechanised infantry attack a reinforced company of infantry with a tank company reinforcing on turn 6.  The attackers have one airstrike available.




Sunday, 15 January 2017

More Modern Pics

Finished some more vehicles and some infantry.


A command tank and a Kyuteyusha.  


Infantry in the same square as an IFV is being transported.


When these infantry dismount the command marker can go with them or remain with the vehicle.


ATGM unit.  These can't move but can fire without using an activation.


Some dismounted infantry.


A Bunny APC.


A Thumper artillery unit.


Another view of the Bunny, providing covering fire for the infantry in the village.


The view from the other side of the battlefield.


Thursday, 12 January 2017

Making an IFV Part 4

First cast of my IFV.




It need a bit of fixing with Green Stuff around the tracks but I'm quite pleased with the result.

Tuesday, 10 January 2017

Making an IFV Part 3: Getting There

Made some good progress on this today.


This hull shape seems more right for going with the Cuties than the one I did before.


The rough hull shape completed with Milliput.  This will be left to dry overnight, tomorrow I'll sand it down and add detail with Green Stuff.  Then it'll be mould making, assuming I like how it looks.

Making an IFV, Part 2: Back to the Drawing Board

Looking at the sides of the IFV that I made yesterday something felt wrong about it.  I decided it was too true to the shape of the real vehicle, I need it shortened in length to match in with the other models I have.  Removing the tracks was easy and a couple of cuts to remove one set of road wheels gives me something which seems more right to me. Only time will tell if this is a mistake or not.


Monday, 9 January 2017

Making an IFV

Not being one to hang about when I get an idea, here's the start of the IFV.  Or maybe an APC with a ATGM on top. Whatever. :p


The side of the vehicle is cut from 2mm MDF, the treads are from a bit of drive belt off a toy glued into the correct shape with the space inside part filled with green stuff and the wheels added with more green stuff.


Modern Vehicles

I've done samples of four modern vehicles for my Cuties.  These are based on three of the models I bought recently.


My intention it to use them to play Tank on Tank modified to a square grid.



A Woodpecker self propelled anti aircraft vehicle.  This one is not modified in any way.  I got seven of these, but I only need one SPAA for now.



The Moggy II tank.  This is the turret from the M1 model placed on the SPAA hull.  I had six M1s, which uses all the remaining SPAA hulls and left me six M1 hulls to play with.


I made a small turret and a mould from it and cast six of them.


Added to the M1 hull this gives me six Bumpy 3 infantry fighting vehicles.



And finally, a QT74 tank.  This is the model I bought with no modification.

To complete this project I need to do the following :

1. Paint the rest of the vehicles I have.

2. Make a different IFV so both sides have one.

3. Make a different SPAA for the same reason.

4.  Provide both sides with artillery.

5. Make infantry for both sides.

6. Make ATGM units for both sides (to take the role of anti tank guns in the original game)

That should keep me busy for a while. :)