Showing posts with label WW2. Show all posts
Showing posts with label WW2. Show all posts

Tuesday, August 19, 2025

August Digest #4

Vietnam War slow-grow campaign

Scenario 3: Escape and Evasion

The SAS team having completed their mission must now extricate themselves from a tricky situation. VC presence has increased within their locality ever since that night ambush. Vigorous patrolling day and night in their initial holdup location convinced the commander that it was time to relocate. 

However they soon learned that all their alternate locations have been compromised or heavily scrutinized so instead the team opts to make their way to an extraction point a few miles south of Ap Song. 

The Captain decides to avoid any contact with the locals fearing they might be pro-VC and thus rat them out. And with the chance of happening across an enemy patrol or two sooner rather than later, the situation appears dicey to say the least. 

The terrain is for the most part heavy jungle and therefore slow going. Visibility will be restricted by the terrain type and density. 

Ap Song is the main village in the area opposite a string of low hills due east that mirror the flow of the Song stream, roughly north-south. Scattered ponds and underground springs feed the stream that divides the region in two. 

Isolated and scattered homesteads are the norm out east of Ap Song with few trails that are designed for foot or beast traffic only. The locals here are also wary of strangers. 

Main aim for the SAS team with this particular mission therefore is to make it unscathed and unnoticed from one table edge to the other. Where possible, they must also avoid contact with the enemy hunting for them. 

They succeed if they make it undetected to the opposite table edge. If they spot the VC or locals first without being spotted themselves then the team must either wait for them to move on or else skirt around. Failing that they may engage the enemy VC bearing in mind they have limited ammunition. If locals, the Captain must decide whether they are hostile or friendly and act accordingly. 

Crossing the Song stream is necessary. The stream is waist deep for the most part and slow flowing that sometimes expand into shallow ponds. Movement penalty for crossing the stream is -1 pip per dice. 

Objective of the VC is to either kill or capture the SAS team. If they capture a SAS team member, it is a major success. If they kill any of the SAS team, then it's a minor success. 

For every turn, a VC blind is placed on the table randomly. The Blind can be stationary or moving (depending on the circumstance of their deployment, ie dice for it). 

Direction of movement is determined by the Deviation Dice. If the die roll is on target then roll again until a direction is determined. If moving, the VC blind will follow the direction until they exit the table. If stationary, they will perform spotting actions unless they decide to move. 

The SAS team deploy from the start.

Local civilians will also appear when the Civilian card is dealt. 

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World of Warships

Played two sessions today. First one was playing the bare minimum five games using my commander skill upgrade grind ships. Did this to obtain the 500 Voyage tokens and 2 GQ Johnny tokens. 

Second session was an evening one where I ran several ships that had "new" or transferred in captains. A total of six ships were played to raise their Commander XP level to 6%, a goal I had set which often saw me play said ship several times. 

Among the ships from this second session is my new favourite battleship, the German Tier X Mecklenburg. Sixteen 305mm guns is nothing to sneeze at. She performs beautifully smacking cruisers into oblivion with one salvo and is capable of whittling down the HP of powerful enemy battleships without breaking a sweat. I also keep forgetting she has 6km torps, handy for those real up close encounters. 

Played my second steel ship Svea for the first time. Liked her but still learning about her. Went for a secondary build and it seemed to work although I was in games mostly against lower tiered ships. Her 13km torps are great but I have not yet mastered their tactical use. Handy nonetheless.

Prinz van Oranje was a last Christmas reward that I forgot about. Came out at the same time as the Chikuma II. Part of the golden ships event. Her single air strike takes getting used to; small targeting area but lots of bombs. Slow reload means having to rely on her twelve guns between strikes. Played her from behind island cover as a result. 

Loyang is a Pan-Asian premium destroyer obtainable for doubloons. Her two centrally located five-torp salvos seem to be her trick although I believe she also has good guns which would make her a handy double torp-gunboat threat. 

At Tier X Louisiana is the top end of the American hybrid battleship line. She performed reasonable but I need to play her more to familiarise myself with her abilities. Always in two minds how to play a hybrid anyway.  

And what can I say about Pommern which, until the Mecklenburg happened along, was my go-to all-round brawler battleship. Her long range secondaries remain potent as ever and will melt down a destroyer with ease. A high end performer at Tier IX. Will be interesting to see how she goes when they bring back Asymmetric in the next Update. 

Speaking of the next Update (14.8), WeeGee are continuing their Tenth Anniversary celebrations with yet more goodies. How spoiled are we? he says to no one as he pisses into the wind.  

The main points from the Devblog are briefly summarised as follows:

  • Changes to the daily Login Calendar with rewards changed to include Festive tokens, the new currency to earn greater rewards
  • Battle Performance Bonus. Similar to last year's anniversary celebration. Unfortunately I forget how that went. Two missions need completing. The first mission requires of earning a certain amount BASE XP. The amounts increases depending on the Tier level ship used. Only Tier V upwards. Second mission earns extra bonuses based on how many ships you have in your port.
  • Festive Rewards. Earn Festive tokens depending the ship Tier (superships/Tier XI earn steel instead). These Festive Tokens can then buy various rewards including enemy destruction effect, collection containers, supercontainers (limited quantity), economic bonuses, and signals. However, the one that interests me and which costs 10,000 Festive Tokens is the new Tier X Japanese cruiser Kushiro. 
  • Honourable Service. For every year you've been playing WOWS (a minimum of 25 game played per year requirement to qualify), you will receive a collection of rewards in gratitude for your loyalty (or addiction) to the game. The rewards increment in quantity and quality depending on the numbers of years with your involvement. I read that it's cumulative as well which might mean something else to how I interpret the meaning of "cumulative" in context of the wording. Will only know the truth once it happens. 
  • Blast from the Past. PvP. 12v12. Surface ships only (no subs, no carriers). Specific tiers. Temporary game mode that celebrates specific years starting with 2015. Years include 2015, 2017, 2019, 2020, 2022, and current. Runs for a week up until 2022 and current (two weeks each). Only those ships from those specified years qualify. And with the same attributes of those specified years. With the current year, all ships with gimmicks are banned.
  • Asymmetric Battles makes a welcomed return. Fun mode and keen to give it a go this time round as I missed the last time round for whatever forgotten reason. 

By far the most interest is for the Blast from the Past game mode. Many of the current nerfs and buffs on specific ships from that period will be removed. For example, the Mogami of 2015 will be way different to the current (2025) Mogami. So it should bring back many who quit as those early years were, so I hear, the glory days of the game. Once the carrier rework was introduced, along with submarines, it's been on the decline so many nowadays complain. 

Sadly I missed first two years (I joined in 2019), and can barely remember those times since. But I will actually participate from start to finish to see how different times truly were and how much those ships have changed. And in some cases, travel down memory lane. 

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Played three of my commanders today raising them to the next skill level. Used the red economic bonuses on a couple because they were available (no point hoarding them for something in the future that may or may not eventuate). Once done, I exchanged the Voyage tokens already accumulated for doubloons. 

If I can I would like to buy a doubloon ship. Haven't decided yet which one. Not a big selection left however.

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1/3000 Naval Wargaming

Of late I have a hankering to run a solo tabletop WW2 naval wargame. 

I have several rulesets to choose from but two stand out because I've actually used them. The other two, Nimitz by Sam Mustafa and Admiral of the Fleet by Seekrieg are recent additions to the library; the latter is a dreadnought set which I've assembled 1/24000 paper ships (glued to balsa); Nimitz has not been trialed yet. 

Stations Manned and Ready II edition 1.1 is by A and A Games Engineering (Englishmen Andrew Finch and Alan Butler). I playtested the rules with part of my Mediterranean fleets (British and Italian). Involved best describes it yet I don't mind it but there is a high learning curve involved. 

But my easy favourite has to be General Quarters III by L. L. Gill. Lots of detail and plenty of ship lists - military and civilian. Played it several times. I like it especially for its naval air ops (carriers). 

Lots of reading in bed therefore as I succumb to the flu.

Some pics of some ships from the collection. Some still need paint touchups before I can run the game especially if wanting to run a large game. More likely I will pick a scenario from the supplements available with SMAR II.

















Above photo: The battleships Washington and Indiana escorted by the cruisers Chester and Minneapolis and destroyers Anderson, Roe and Russell.

















Above: Japanese ships: Asashio (DD), Yamagumo (DD), Yamashiro (BB), Kongo (BC).

















Above: Battleship Vittorio Veneto, cruiser Fiume, light cruiser A. da Barbiano. 















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Above: British carrier Illustrious with the cruisers Achilles and Neptune.

















Above: German surface ships, three destroyers (Z7, Z8, Z16), one battleship (Ulrich von Hutten), and a carrier (Graf Zeppelin). The last two listed are historical but never completed. 

And a quantity of both coastal and ocean merchant vessels completes my small collection. 

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Last night was looking for some scenarios for SMAR game from Games Vault library and discovered the latest letter from the game designers. Apparently SMAR is no more. Closed down in July of this year. You can contact them until the end of this year. Sad to hear this piece of news.

What's disappointing most is that the ships lists for the nations is no longer available. Downloaded the British and Italian ship lists for my Mediterranean fleets. But missed out on the other main players and rest of the world. May contact them to find out if it's still available directly. 

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Monday, July 14, 2025

July Digest #1

Grinds Are Often Long and Frustrating

Some days the gaming grind (especially online) can get frustrating, annoying, tedious, time-wasting, and a whole host of other negative emotions. That's why laughter, music, and good food are essential remedies. Along with the loyalty and love of your furkids who never disappoint.  

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Charlie Don't Surf - Scenario One

The other day popped into a pet store and on the off-chance I found this statuette. Thought it would make a nice addition to my Buddha statuette acquired from a different pet store. Grabbed it without noticing that there was no price listed on the item. And I did not check the shelving to see if the price was shown there. My impulsive mistake. 












Later I went online to check the manufacturer to check what they list the cost of the item. Sadly, the website does not list prices: you must be logged in. Tried to register but found it's for businesses only. So, I have no idea what the true price of the item is. One last thing: the website claims it was made of high quality plastic. Just a quick scan of it refutes that claim as the miniature I now possess is NOT plastic. Be ware.

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The Eastern Front - a WWII gallery

Came across this website through a random YT video. Quality modelling. Love it.

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World of Warships

Taking a short break because the daily grind eventually does your head in. Anyway, still logging in and collecting the daily reward for sure. Everything else however is up in the air and dependent on how I'm feeling at the time. 

Next update will 14.6. New ships lines that I don't care about. 

Advance news is that WG's tenth anniversary is going to be a big celebration and possible benefit to the players. According to Sealord Mountbatten (head of the TF clan and noted YT WOW streamer), it's going to be a giveaway event. Several thousand doubloons or steel will be given away; all you have to do is participate. Celebration will commence in August and continue until November (for part) and end of the year (for the other parts). 

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Avoid at all cost: the latest Wishing Well event. No interest whatsoever in this gambling event. You spend more than you receive in terms of rewards. Also running today is the Bastille Day mission - prize is a Revolutionary maid patch. Wow! The Coalface is a special mission utlising the Experimental ships in your port. No rush to complete as a priority however. Part way through completing.

Continued the commander upskill grind after I found out the Personal Challenge has a limit on the amount of American tokens one can earn - 500. Once you reach that tally, any further progress just rewards you with 10,000 credits. Part 2 commences in a few days though what the reward is I know not, and the Early Access for the new US destroyer line commences Wednesday. Expect to be able to acquire one or two of the Early Access ships first up; the rest, I will have to play for somehow though what form that takes remains unknown to me. And then two Updates later, they're released as tech tree line ships you can grind for free. Sigh.

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More Naval Wargaming

Ostfront Publishing have just released War By Sails, a naval Age of Sails wargame, that covers the period 1563 to 1812. There is also a "generic" sail period between 1300-1550. 

Ruleset is available as a PDF format through Wargames Vault although you can also obtain either hardcover or softcover versions. 

The YT example game featured a run-through of the game mechanics. Looks promising, and got me interested enough to want to drag out my dust-gathering Napoleonic fleets and crank up the old Kiss Me Hardy game and cruise around some islands for a couple of hours like in those old Sunday matinees. 

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30th Commonwealth Infantry Brigade, May 1940

Got email notifying me of the last days of the Summer Sale being run. Among the titles listed in the email I noticed one that caught my interest - 30th Commonwealth Infantry Brigade, May 1940. Ho, some of the Dominion troops were involved back then that I hadn't heard of, so I wondered. 

But I was quickly disappointed when consulting a recent source that the 30th was an English formation, a motorised brigade comprising the Queen Victoria's Rifles (a motorcycle Territorial scout unit), two Regular motorised units - the 2nd Battalion of the King's Royal Rifles Corps (the old 60th) and 1st Battalion of the Rifle Brigade. An armoured regiment (3rd Tank regiment) was drafted in to complete the force despatched hurriedly to France. 

This was the 30th Commonwealth Infantry Brigade of May 1940. 

Not the Commonwealth I was expecting. 

But there were Australian connections sprinkled throughout: the commanding officer of the QVR, for one, was Tasmanian-born; the parents of one officer from the Rifles were from Brisbane. And doubtless others, here and there, suggested colonial ties to the mother country.   

However, and it's a big one as far as I'm concerned, this initial dig into fact-finding has opened a whole new can of wormy interest for me. And the story of the sacrifice of the 30th Brigade is proving most intriguing. Maybe it's also worthy of gaming? We shall see. 

Funny sidenote: The use of the term "fog of war" as a euphemism to describe command incompetence is a novel way that's is hilarious yet painful. 

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Charlie Don't Surf slow-burn campaign

Thus begins the long journey...

Stage One - Lang Dong Nam

For the first scenario I decided to make the scenario a small setup based on the district village of Lang Dong Nam. This meant designing the village itself which I worked out to be around 300 yards square. 

Next, for personal interest reasons, I designed the Firezone map. Each grid square was 1000 yards square and six figured. Why? For fire missions and air support call ups. Just guessing and not based on any historical reality apart from using the old grid square coordinate system I learnt in the Army. 

Once done, I've now created the fictional village of Lang Dong Nam. I had already classified the habitations of my original campaign map (see below) into the following sizes:

  • Village/hamlet/hovel - 2000 yds x 2000 yds OR 4 Grid Squares in total
  • District village - 3000 yds x 3000 yds OR 9 Grid Squares in total 
  • District town - 6000 yds x 9000 yds OR 54 Grid Squares in total
  • Note: The dimensions represent the limitation of a habitation's total size (area-wise), but NOT the configuration so that district village for example can be two 4-Grid squares and one single Grid square in size. Also, any terrain item (especially dwellings) can be placed outside the habitation zone and does not count as part of that habitation.

Restrictions on buildings per habitation zone

For the purpose of this campaign, I've placed a limit on the number of buildings per habitation zone.

  • Level 1 village or hamlet: 1-4 structures (any covered structure)
  • Level 2 village: Up to 8 structures
  • District town: 9+ structures

What I eventually came up with, after dicing for terrain, is this sketch map done in MS Paint:












The main road north-west passes by the village which consists of just three liveable buildings (hooches), some paddy fields and a few bamboo thickets. The surrounding jungle is typically dense and uncultivated jungle.

At the current scale, this will be played on a 4' x 3' table. 

I'm still going with my fictional ANZAC platoon tasked with sweeping through the village; I have yet to decide which platoon. 

Once the platoon has successfully cleared the village of any perceived hostile threat or intent, the rest of the company will move in and secure the village as the forward base for the upcoming operations. 

The simple question is why take it so slowly or cautiously? Simple answer is narrative. 

Several factors contribute in creating this narrative: 

  • (1) the area might appear to be peacefully neutral but it's apparent (from Intel) that many locals sympathise with the VC cause. By making a strong show of force it may dissuade such sentiments from becoming more overt and therefore problematic, 
  • (2) little Intel is available on any VC activity in the area. A clearer picture of what are gaps in the Intel overview is essential to better appreciating and understanding the VC,
  • (3) the future intention is to set up a major presence in the area politically as well as militarily given the strategic location of the region, 
  • (4) the higher ups fear the that the Ho Chi Min trail may spread its invasive tentacles into the region. They may already be infiltrating both arms and personnel but Intel have no idea how, where or who. This operation may go some way to answering those questions. Or so the higher ups believe. 

And so on...

I may be overstating the obvious but a narrative campaign such as the one undertaken requires connection between battles or engagements. Starting from nothing but one's fertile imagination is part of the fun and the ultimate satisfaction derived stems from the links between the first and last battle. 

Reproduced this particular CDS post into the other forum page. Cheers. 

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Set out village on the table then worked on improving some of the helos.











Working on providing a narrative for the AI enemy - VC. Once done, will set up and play the game. 

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Scenario development continued

The Overview

Gave some thought as to what would the VC be doing while the Free World are making all these preparation to enter the region. Even though they're largely AI in this campaign, still they needed some direction rather than randomly popping up

Came up with the inital notion that the VC are operating in the area in three distinct "pockets", either disguised (mild mannered peasants by day, super-sneaky VC by night), or hidden within impenetrable terrain only coming out at times to conduct their winning-the-local-population campaign and eliminating those pro-Free World. 

Scenario One

The VC group responsible for this region (south-east on the overview map) already knew where the FF would be arriving and raced to the area with a welcome committee.

Their forces include:

  • 1 mortar team 
  • 2 full-strength sections armed with RPGs and AK-47s
  • 1 command team including 1 Big Man (3), 1 Radio op, 1 sapper, rest are rifle squaddies armed with RPGs and bolt-action rifles
The road itself is quickly AT mined (ingress and egress) although this information is unknown to the FF. Claymores also set up. 

For the FF, I'm selecting 2 Platoon from A Company. Big Man is Lt. Mike Sommers (AUS) = 3. Unit will be mounted on APCs led by Lt Mike Delaney (AUS) = 3. The troops will debus at the the road junction and sweep through on foot. 1 section will lead the way into the village while 2 section will sweep south of the bypass road. 3 section will follow 1 section. Platoon HQ will be between 1 and 3 sections. 

One APC will take the bypass route in support of 2 section while one APC will follow the sweep through the village. Delaney and the remaining APC will be the reserve. 

On-call will artillery support (4 Fire Zones nominated) and a solitary Huey from Flight B, 65 Squadron will be on standby as dustoff and air cover. 

Intel expects nothing more than surprised glances from the villagers as recent reports state the area is clear of enemy and is neutral. 

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More Ornaments

So my wife and I visited the local pet store and somehow I ended buying these...











Buy 1, get 1 for half price. Too good to pass up. Some repainting required I suppose...or not.

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Tuesday, January 2, 2024

2 January 2024 - Part Two: Harbour set build - How big is big?

Pulled out my carrier to compare against the Yamato.
 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Not too much difference length-wise. Carrier is Shokaku. Measurement means the capital pier needs to be at least 500mm. Half a metre. Nothing else done; too chuffed at finding my missing Albatros planes to do anything other than touch-up other minis. And still recovering from this nasty flu.

Painting either vessel will take a whole day for both at best guess. Actual will be totally something else. Oh well, I do have lots to paint up anyway and got a whole year to do it. 

Cheers.
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January 2 - Part Two - A proposed layout for the harbour

Quote
Strike while the iron's hot.

Pre-amble
Began planning a suitable layout tonight while trying to recover from this nasty flu that's been with me for over a week now. First proposal. As pointed out in header description, this will be subject to (much) amending, mind-changing, and revising. 

Hopefully...

Otherwise, I am happy to go with this layout design if there are not too many objections or revisions. There is also the time constraint, i.e., the time schedule of my 2024 Makeover Project plan as posted earlier. I should add though that the Makeover Project plan was only ever a guideline to help me focus and not really a commandment. 



Port description
Natural deep water that is able to cater to nearly all types of ships. A typical Pacific island overtaken by the enemy. Much construction made to improve and strengthen its function as a main harbour for the region. And it's a major threat to the Allied command as they strive to regain control of the region. 

Capital Ship Pier
For future use. Specifically for use by big ships like Yamato/Musashi. When not used, handles several lesser capital ships - battlecruisers, cruisers, etc. Can even handle aircraft carriers (which I do have but not revealed yet - the Shokaku). 

Piers
To handle all the vessels plying their trade in these waters. 

Port Facilities
Storage warehouses as well as some limited manufacturing, repair shops, and administrative buildings. Includes accommodation for large military contingent.

Oil Storage
Self-explanatory

Fuel Storage
Also self-explanatory

No-Go Area
Sizeable local/native population areas clustered around a small headland. I may add more later on. It all depends on how complex or cluttered I make this board. This is marked on the map above in RED for a reason: don't target it.

Green hatched areas
Yes, you guessed it. Targetted areas for the Allied bombers and attack aircraft. 

Construction
Will likely use styrofoam on a hard board base as foundation and then layer-up amd shape the landscape using some type of suitable modelling paste to give physical form. Then add some jungle foliage to add an element of "realism". But not going overboard.  

Port Defences
Not started because the items are not yet acquired or assembled. Can use proxies to represent at a pinch (flat tic-tac toe counters for example) or can even scratch-build something suitable (time-willing).

Airfield
Considering whether to have an airfield (off-map) on the island or opt to have them stationed on a nearby island within reach. A harbour of this importance will have aerial coverage for certain. And that will be the case as I have both Naval and Army airplanes. 

Monday, January 1, 2024

1 January 2024 - Part One of Harbour set done

 Happy New Year and all that jazz. 

Sat down and painted up a few things to complete the first part of this Harbour set build. 








These painted ships should suffice for the solo combined naval/air wargame that will take place later on this year. From left to right the "bigger" vessels are the destroyer Akatsuki, the destroyer Sakura, the Type 19 Minesweeper, the Type 13 Sub chaser, and the Hiroshima-class Minelayer (according to the Tamiya site). Heavy black wash finished off the painting. Used both Vallejo and cheap craft paints.








The port facilities and surrounding buildings including enough for a small town or couple of local villages. Just added another coating of paint on the main structures. Not going to improve the oil storage tanks. They'll probably get bombed anyway by the American attack aircraft.

With that done, Part One is complete. Part Two consists of the remaining terrain elements - part of the island for a backdrop and the port itself. Maybe add a nearby military airfield.

Correction: While I acquired Tamiya 1/700 Waterline series aircraft (Early War), I also acquired Trumpeter clear plastic aircraft (also 1/700). I have yet to drag them out and start painting. Will add them to Part Two's to-do activity. Needing more 20mm round bases as well. Cheers.

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