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WW1 in 10mm - trenches

I am toying with how to make the trenches for the 10mm WW1 project, and I might have come up with something that will a) be cost effective, and b) look the part.

As I want to play a Brigade/Divisional style game with lots of troops I will need to cut down on base sizes and have something that will look the part.

 At this stage I am thinking of using "Flanders Fields" for the rules. Each infantry base represents a platoon and is represented by three figures on a 30mm x 15mm base.

 To accommodate my trench idea, I have changed the base size to 20 x 20 mm, which is the same size as a command base for the game.

 This will actually allow me to use foam card to make the trenches, and keep them looking aesthetically pleasing to the eye.

 I will wait to get a variety of different miniatures before making the final decision, as I need to ensure all the figures that need to go in the trench will be able to do so, but I am fairly confidant that most things will work out.

 My intention is to make a 30 x 30 cm base tile, and glue two layers of foam card on top that have been cut out to make the trenches.  I can carve into the foam in no man's land to make shell holes, or build up if I so desire.



sample of trench concept





 I can make communication trenches etc without having to do anything too drastic, and it will still conform with the base sizes so as not to make the trenches look empty.

 By the time I add some sand bags and wire, I think the playing area will be quite acceptable.



WW1 in 10mm

Last year some time I purchased some Pendraken 10mm WW1 figures, painted a few up and then promptly did nothing more with them.

It seems I have been caught up in the WW1 spirit of things again, a good part of which could come from the fact I commanded the gun crew firing the commemorating the 'First Shot' of WW1 made by the allies 100 years ago:

You can't see me in this photo as I was in the No.1's position which has be hidden by the second gun.

What I am looking for is a set of rules to play games from Brigade to Division level.

I have 'Over the top', 'Trench' & 'World War 1 Wargame Rules' all of which I don't have much of an opinion, except for 'they are not for me'.

The Two Fat Lardies rules and the GW rules don't appear to be a the level of units I want to play, so I have dismissed those out of hand.

I was looking at "Crush the Kaiser" but any lack of review on the actual game mechanics is making me hesitate at spending $55+ on the rules in the hope I will like them.



 If anyone reading this has played them, or better still, owns them, could they please offer up a review on the mechanics and the basing etc.

I do have a copy of "Flanders Fields" that was a free download found in the Pendraken Forum. These seem to be the main contender for the rules I will use, but I want to do my research on rules available before making my mind up 100%.

In the mean time, I will plod away at painting my miniatures and plan my trenches - I have an idea for using two layers of foam card to make my playing area. I just need to base some figures first to see if it is feasible.

And help or suggestions on rules and scenery greatly appreciated.

Gutshot - a quick review

In my previous post about 'Gutshot' wild west gaming, Zabadak requested a bit of a review on the rules, so here goes.

Image used from the EM4 web site


'Gutshot' might look complicated and appear to have so much detail that one could mistakenly think it is a role playing game, but that couldn't be further from the truth.

 Quite the opposite - it is dead easy to play.

The rules books comes with a table of contents and an index, something a lot of other rules don't have.

 It is also laid out like a technical manual / military pamphlet, which to those familiar with this type of book, makes it easy to find things.  Looks like my 20+ years in the army are finally good for something ;-)

The first section of the book is the introduction, and section two is the quick start guide.  Experienced war gamers can pick up the basics in the ten pages of section two and pretty much get a game started, if only just the basics.

Section three covers some very basic information for the 'Game Marshal' or 'GM'. This is the person who sets the story and referees the game.  It is important to know that a GM is not essential to play the game, but isn't a bad idea when teaching new players to the game how to play.

The remaining ten sections of the rules goes in to greater depth on the actual rules, and includes a lot of detail, including stats for horses and wagons, pre-generated Non-player characters (NPCs are a familiar concept to anyone who has ever played a role playing game), as well as rules for campaign play.

Each player controls one or more 'character' and has a character sheet to use for each one. It is at this point that I imagine your average war gamer starts to worry and think they have a role playing game on their hands, and not a war game.

 All the character sheet does is act as an easy reference for the player.  It has the name of the character on it, as well as what weapons, including ammo carried, any skills  known (skills provide modifiers for the game, and should not be though at something from an RPG), and an area for recording damage and other important numbers.

 The remainder of the character sheet is just useful information to remove the need to look up information in the rule book; things like movement rates, combat modifiers and weapon data.

 Once you know now to play the game, most players would never need to stick their nose in to the rule book at all.

 Game play is so simple you could be excused for wondering if you are leaving something out.

 Initiative is a random draw kind of thing. Each character has a number of 'chits' that are drawn from a hat, and this chit allows them to perform an action or more. Once all the chits are drawn a new turn starts.

Any action, including combat, that needs dice to resolve is done by rolling two dice and comparing it to a target number on the activated character's sheet.  Rolling low is not good, whilst rolling high is good.

That is all there is to playing the game. Draw chits, make a simple dice roll to determine the results of any actions, apply the results and draw a new chit. Done. Very fast and simple to play, and second nature once you have played a few games and know what you are doing.

Campaign play is part of the rules, and for anyone that has followed my blog(s) will know, I love campaign play.

 The rules for campaign play are very simple too - with each game you play you earn victory points. Once you have saved up enough victory points you can either buy new skills, or improve your character's all important stat that determines the success or failure of an action.
  
About my only complaint about the rules is a lack of character types such as Native Americans, Banditos and Mountain Men for example, but that is easy to fix by making your own.

  A serious complaint I have is the Hawgleg forum seems to be broken - I have signed up but can not access the site.  The email address provided doesn't seem to work either. But the Hawgleg Guys mosey in to TMP all the time should you need to ask some questions.

A lot of review I have seen harp on about the game being a RPG type of thing, including Meeples and Miniatures, but having been a war gamer and a role player for a long time now, I can honestly say the Gutshot is not an RPG, but you could make it so if you wanted to.


Interested in the rules? Why not visit the Hawgleg site and download the rule sample they offer to wet your appetite: gutshot downloads   You can find the aforementioned rule sample, as well as character sheets to download.

How much are they? The rule book, which is around 180 pages long  is $25US plus postage.

 You can buy it from Hawgleg direct, or a variety of other stores in the US (I purchased mine from Rattlehead games as they had the best postage on offer when I bought them back in 2008 [not 2009 as mentioned in my previous post]), or from EM4 Games for those in the UK for around twenty quid.


All in all Gutshot is a fun game. I like it even more than 'The Rules with no name' if simply because 'TRWNN' always left us questioning a few things.



On an end note, Hawgleg mention a lot on their web site/blog "Gutshot: Night of the Living Deadwood".  I think this is an expansion for Wild West with Zombies, but I have no idea if or when it will be released. I hope it will be soon.

Hopefully this review was useful to someone, and if you are in to Wild West war gaming, I urge you to take a look at the game as they are a lot of fun and very easy to learn and play.