Norm's Train
US modeller whose passion are trains. His works though are a sight to behold - visually appealing at a higher level than usual scratch building. His train displays are based upon real life. Highly recommended if you're interested in next level modelling utilising both standard modelling construction and incorporating 3D printing and laser cutting. An inspiration if looking for more in-depth modelling design and construction techniques. High quality, detailed, production. In some ways, he reminds me of my idol, the late great Donald F. Featherstone.
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World of Warships
Earnings for the past two months (April and May) are as follows (from Co-Op Battle mode and all the rewards from the various WG events foisted upon us). Column one is for April while column two represents May:
In-game credits: 17,175,000 15,227,860
Doubloons: 3,650 4,148
Grey EB: 430 861
Green EB: 223 376
Blue EB: 146 103
Red EB: 4 24
Elite Cmdr XP: 474,000 580,675
Free XP: 147,250 191,230
Signals: 1,094 786
Camo: 25 58
Coal: 127,600 106,550
Premium days: 25 26
Ships: 1 7
Steel: 4,800 4,650
Port slot: 3 4
Commander: 2 3
Miscellaneous: 1,139 1,271
Research points: - -
Event tokens: 5 10,949
Community tokens: 600 -
Fairly steady overall. Not surprised by the absence of Research Points as they belong to probably the most expensive means of obtaining ships. That, and steel ships.
EB stands for Economic Bonus which helps with performance rewards. Range from common (grey) to rare (red). Miscellaneous represents such items as Action reports (part of the Experimental Ships event), unique Explosion effects (recently introduced to make explosions looks "pretty"). Elite Cmdr XP is only useful for upskill captains.
Currently gunning for more Free XP (in June) so I can participate in the next Reserach Bureau line reset. Which will be the Harugumo line. Which means I am simply following the recommended approach.
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New event although I wasn't aware - rehash of Soviet era warships. Played for the crates expecting nothing; ended up getting the Tier VIII Soviet premium destroyer Provorna (formerly German Z-33 and paid as war reparations to the Soviets). Not taken it out of port as yet; no intention too so far.
Card game is a simple but delightful diversion from the daily grind. Even jumped into Operations to complete one of the common mission requirements.
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Dunkirk 1940
On the evac mission, plonk At All Cost mod card on any ship to win irrespective of your opposing card's strength. Usually apply this winner on the two level three missions which are the most difficult. So, you need a minimum of 48 Support tokens to win at these missions but I aim for around 114 support tokens: you can boost your stockpile by playing all the support missions where you'll find opportunities to earn extra support tokens.
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Vietnam War solo campaign project
I will be using the solo variant of CDS as devised and promoted by Andy Bailey from Georgia, USA with some "house rules" variations thrown in for good measure to keep the narrative flowing. Core rules remain CDS, naturally.
Next, I am going to rate the various Allied "Big Men" who will be platoon-level commanders along with a couple of company and battalion level officers. NCOs, for now, will not be rated; however, should a platoon-level officer "Big Man" become casualty, the next in command (SNCO/NCO) will step up accordingly. Should company-level commanders get knocked over or incapacitated, same procedure will follow, ie someone steps up.
All skill levels are diced randomly ranging from 2 (avg) to 4 (excellent). And these apply specifically to those undertaking the first phase of Operation Reprimand Sweep. Because they're ANZACs their skill level will be rated above average than their US counterparts. For now, these will be the BIG MEN with others added as the campaign unfolds.
6 ANZAC Bn CO - Lt.Col. Angua Kildove (AUS) = 4
A Coy 6 ANZAC, OC - Maj. Leigh Porter (AUS) = 3
A Coy 2IC - Capt. Brett Longford (NZ) = 3
1 Platoon cmdr - Joe Wilkinson (AUS) = 3
2 Platoon cmdr - Mike Sommers (AUS) = 3
3 Platoon cmdr - John Galbraith (NZ) = 4
4 Platoon cmdr - Peter Jensen (NZ) = 3
C Coy 6 ANZAC Bn, OC - Maj. Bruce Ford (AUS) = 4
C Coy 21C - TBA
9 Platoon cmdr - Kyle Simpkins (AUS) = 3
10 Platoon cmdr - Bill Hollis (AUS) = 3
11 Platoon cmdr - Ken Jackson (NZ) = 3
12 Platoon cmdr - Malcolm Ledbetter (AUS) = 4
Commanding the tanks - Ross Kilpatrick (AUS) = 3
Commanding the APCs - Miles Ramsek (AUS) = 3
NZSAS det - Capt. Mike Heeley (NZ) = 3
Next step will be to lay down the terrain for the table according to the solo variant rules.
Phase 1 - Secure main road
The scenario will begin with a sweep through the village of Lang Dong Nam on the main route through the area. A Coy 6 ANZAC are leading the sweep in an inverted triangle formation on foot after demounting from APCs and trucks.
Company headquarters and 4 platoon are in reserve.
A Coy's mission will be twofold:
- sweep and clear the town of any possible enemy threat
- provide protection for a team of mortars that will set up therein
- secure town the for further use as forward Bn HQ
On call is direct artillery support from the NZ 162 bty at Firebase Montenegro. Air support will be also available via USS Abilene carrier group but the threat perceived is deemed low but they will be on standby should the situation deteriorate fast.
C Coy ANZAC will remained mounted and move through and secure Ap Mo, a small hamlet a couple of kilometres along the main route. Defensive perimeter to be established. Kilpatrick's tanks will move up to connect with Ford's infantry and provide added fire support as required for the evening.
The remainder of the battalion (B Coy and D Coy and Spt Coy) will not be involved during this first phase.
Commentary: Overkill? Probably but when dealing with the VC you never underestimate their capabilities to disrupt and ruin your best laid plans.
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Warm up scenario: Hounds and Hare
First game tonight was a warmup reacquaintance which is a prelude to the above designed campaign. And occurs several weeks prior to the official campaign. A US infantry patrol is conducting a normal sweep in a hostile area when it encounters (surprisingly) a VC squad...
Used the solo variant for terrain placement only which uses deviation dice. Mark your table centre and go from there. Diced fifteen terrain items for this scenario. Below image shows some of the placements.
Reverted to the basic ruleset for subsequent activities. Next thing after terrain placement (shown above) was determining the route of march for both forces (see below). I simply chose one table edge (short side) to the other for the VC. This led to a logical development. The Free World forces (an infantry platoon) would be marching from long edge to long edge (south to north).
Once deployed the game happened pretty quick as one of the Free World squads spotted the VC. Moving up into an overwatch position, two of the squads engaged the VC who returned fire.
But the weight of fire by the Free World fellas seemed to spook the VC who decided to flee. But the weight of fire and accuracy proved decisive as the VC unit suffered heavily losing all bar two in quick succession. The survivors surrendered. Unfortunately the VC commander was one of those killed.
Still the Free World patrol enjoyed great success.
Conclusion: Quick warm up game. Been a long while since I last played this game. However, as this is an ongoing campaign game, things are about to develop very quickly...
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