Squarebashing at WMMS

game set up – before the doors open

This year at WMMS BAD wargamers put on a Squarebashing Demo, abstracting the 1st Day of the Somme. Peter the orgainsers notes were –

The massive casualties sustained on July 1st 1916 are seared into the public consciousness and for many define the futility of and incompetent conduct of the war. The truth is a little different. For Britain this war was effectively its first full scale engagement in the modern era. Despite earlier successes British armies had never been the main forces in European warfare. The French experienced similar losses in the opening encounters of the conflict at the battle Charleroi and by the opening of the Somme had suffered over 1 million battlefield casualties. Britain had launched offensives at Neuve Chapelle and Loos in 1915 but neither had the scale or weight of expectation that the offensive the Somme department bore
The British Empire had spent the previous two years building up its forces from the scale of the “contemptible” levels of the BEF to the point where large sections of the front were taken up by the newly raised four armies. The Bavarian forces making up the Second army in positon on the Somme
front found their daily ration of harassing fire switched largely to shrapnel as the British moved into place.

The first day saw 13 British divisions and 11 divisions assault after prolonged artillery preparation and met with mixed results . The battlefield divides nicely into a western British zone and a southern allied assault. The western offensive met with no real success and a massive butchers bill accounting for most of the 57,000 allied casualties of the day The southern front however resulted in a real defeat of the German forces by the British Fourth Army and the French Sixth Army and a significant penetration of the German defensive positions it was here that most allied effort would be directed in the future.The battle-campaign ground on in attritional warfare until November or February depending on who you listen to.

Why the difference in results on the first day? Many reasons are put forward but the themes we will try to represent are

1. The British forces were short of heavy artillery capable of smashing the dugouts in which German infantry and machine guns were held. The French had far more on the southern front.
2. British artillery shells had poor fuses resulting in forty percent duds. In the end we adopted a French design.
3. The southern front had more British Territorial troops and large numbers of French troops with far more experience of large scale engagements.
4. We will also try to represent other themes such as Allied air superiority, Allied mining efforts and successful bombardments of barbed wire entanglements.

Thanks all thoughts and prejudices are entirely the fault of the management in this case me , Peter Gregory

Southern Front  – post depletions 


Northern Front – post depletions 

 

Northern front, despite the punishing onslaught of rolling barrages and destruction of the sections of trench and damaging of on table MGs and artillery the German lines hold – reversing history !

The Southern front offers little defender resistance – reversing this outcome also!

Squarebashing is a set of rules for recreating warfare in the early part of the twentieth century where the battle field was dominated by rifle and machine gun fire before the development of mobile armoured formations allowed for deep penetrations of the enemy front and disruption of army level formations. Dominated by fixed positions and artillery fire it is often seen as a dull period for gaming.

Squarebashing brings some dynamism to divisional level engagements where the tantalising prospect of a breakthrough is snatched away by the arrival of reserves or a defensive barrage. Much of the action is abstracted to a degree but the feel is right and most aspects of the era are well represented.

The system is designed for pick -up games on club nights where matched forces can be brought and varied terrain deployed. The pre -battle system of asset allocation brings narrative, historical flavour and variety to each game. Games can be fought to a conclusion on a club night in a satisfying manner and so all is well and a growing number of armies have been painted up and deployed at our club. The only problem I have is that I want all the armies in the army list book. Each army comes with its own assets and potential historical events which makes them even more attractive to an addict like myself.

Of course, one is not constrained to play the game in this way. The game mechanics can be used as the basis for games with different objectives or specific historical refights. This provides the opportunity to do some research, act on the evidence or your prejudices and shape a game to your liking.

The games we are presenting are designed to be manageable: playable , enjoyable( to a point) and entirely reflective of the prejudices of the scenario designer Peter Gregory. I am fairly sure we will disappoint or annoy some people but since after 46 years as a wargamer I cannot find two players who agree on much this will not surprise us at Burton District Wargames Club

Squarebashing Verdun – Attack on Fort Vaux

James Morris popped over to Burton on with his new game of Squarebashing. It was a upscaled versions of his lovely Fort Vaux game that made the rounds last year.

This was a playtest his new scenario that pitted an overwhelming German assault. The game ran all very smoothly I thought. As a German player it might have looked rosy, but you are attacking uphill all across the line into a fort, trenches or at best hasty defenses.

The defending trenches were garrisoned be a mix of reservists and regulars. All the terrain was treated as ‘shattered’ and required dice to exit. That resulted in the Germans taking ‘movement’ as their higher command order – very rarely seen in the modern game! That has the rest that the French asset order meant that they could be far more frugal with their barrage assets and while the Germans had more assets the French used them to better effect

We had 2 main assaults , one into the Fort, which was garrisoned by very paltry collection of defenders – who turned out to be very tenacious ( I think it was them always getting 2 dice minimum – and the Germans always taking -4 dice away ! uphill forts !!).

The second was on the end of the line against conscripts who had attracted the attention of the German artillery – however , Oberleutnant Boyles displayed exemplary dice to see the best of the Germans repulsed by the French conscripts

Great game – giving a very close result.

Walter Schnaffs Playtest

Played a 2nd game of Walter Schnaffs V2 .. this game was a bit one sided with the Prussians attacking with the French suffering fearful depletions. The revised version of skirmishers was probably a bit over powering and we’ll most likely go back to the prior iteration – and we don’t think it looked as good.

Pre depletions – French look strong on the Prussian left with a impressive looking cavalry wing

Post depletions – all the cavalry were late – and ended in up reserve! The French situation is perilously thin

The Prussian assets – now with a bit of corp artillery support – Baby barrage – combine with big full strength Prussian attack broke through the French line quite easily. The random millatreuse and Chasspot effects didn’t favour the French in this game as they had in the first – which was a great swinging battle


Large Prussian assault !

Over Rays dice were poor and that didn’t help. That said the Prussians only captured 2 of the 4 objectives – which given then the game level probably would have resulted in a mediocre Prussian win. “Von Bredows Death Ride” event worked a treat though


Little shot of the Prussian ‘reserve’ hidden behind the hill – very useful

Squarebashing Day 2017

Squarebashing 2017 is to be held on 24th June

 Battlefieldhobbies in Daventry.

It will be a team event (entries permitting). The armies are divided into 2 Pools. In each team – one player plays allies, the other central powers.

The lists and statuses are

There will be 2 games, Team against Team (Allies vs Central Powers). For each game the sum of each team score will be added to the team total. The army points are 620pts (standard game)

To encourage using under valued armies the sum total of army rating will be deducted from final score.

The terrain will be pre set , other than that, its RAW. You have the option to use the ‘Rays Stick’ method for countdown to battle. There will be no trench, canal or fort games. All painted figures please, we want it to look nice!

Any questions can be raised to me at Simon@lurkio.co.uk or via the RFCM forum

Tickets can be purchased using here

http://www.battlefieldhobbies.co.uk/our-events/

Can you please purchase tickets promptly , just so the venue has an idea on the lunch requirements. At the moment we are trying to get into the ‘big’ room which has meant that the cost has gone up a couple of quid (B/H need to put on another member of staff). But we need a dozen players to make that viable.

Tickets: £12.50 including lunch

Date: Saturday 24th June 2017

Location:
Battlefield Hobbies
17 Brunel Close
Daventry
Northants
NN11 8BR

Event Schedule
09.00-09.25 – Players arrive, welcome.
09:30-12.30 – Games One.
12.30-13:30 – Buffet lunch supplied.
13.30-16.30 – Game Two

You can get a t-shirt to celebrate the event

https://shop.spreadshirt.co.uk/rfcm/-A109805612?department=1&productType=812&color=A7B6AC&appearance=649

Squarebashing 1914 – Russians vs Germans

1914 Squarebashing on Thursday. I fought using the Russians vs Bobs’s new Germans. We used Rays new ‘stick method’ , replacing the countdown to battle, which worked well – and we we determined the attack defence in about 5 minutes. Despite trying to attack, I lose that, and the stoic Russians were on the defence. I had imagined another cinematic Cossack sweep down the empty flanks. But I got neither the event nor the first turn! Defending also means you have to take the full brunt on the depletions. Its not like the small professional BEF who can cram into the object squares and hope to get lucky with the reduced dice.

sb1
Pre Depletions

With 7 depletion dice per square the losses were savage, with the Russians ending up with over 10 battalions off the table. Any plan for envelopment was put to the side, and it was a holding on game right from the start.

sb2
Post Depletions

The game started slowly , both Bob and I did not get assets where we were committing 7-8 dice to the throw. This somewhat stymied Bob’s attack and the missing point effect barrage prior to his central assault meant that the attack was repulsed (just! a draw!) This had the usual bogging effect on the game and both sides sat back after initial loses, trying to blast somewhere with fire and artillery to gain advantage. The fact that the central areas of the table had villages lessened the casualties that were inflicted on the Russians. The Russian reserves dribbled on not in any spectacular way, but always a battalion or 2 arriving into the centre where the fighting was fiercest. The attack was very narrow , across only 3 or 4 squares and those columns became filled with troops. The game was quite unusual in that aspect, and has wide areas in the flanks that had very thin defences.

One German battalion has strayed out of the cover of buildings into the open and was the target of a glorious cossack charge. Isolated and unsupported the infantry were swept from the field and the cossacks wore their ‘winning the fight’ like a badge of honour – it doesn’t happen often!

sb3

With the German attack blunted it reached a stalemate. Where the germans had broken into row 3, it was not an objective, and either side defences and machine guns kept the worrying threat of a flank charge honest. The game to a close with little ground gained. The Russian losses were quite bad – and maxed out on 20 bases lost. But strangely neither side had lost any whole battalions. With the Russians still ensconced in 3 out of 4 objectives meant a solid victory for the czarists.

Another enjoyable game with the Russians, they seem to play out really well. Having a largely reservist list looks weak on paper and you’ve got to expect a lot of losses. But playing with morale higher command and a few judicious ‘hold the line’ orders and really they are not going anywhere. I suppose I was lucky when the the dreaded suppression barrage came, in as that is the reservist nightmare. If they take a casualty from that (likely) then you have 5 squares which with typically have a 3 dice test. This has a real risk of getting a ‘retire’ result, stuck under suppression meaning you can’t move and take the extra 6 hits. Whole bases are coming off in that way for Reservists.

Squarebashing always seems to give a good game, even it what might seem to be uninspiring circumstances 🙂

Squarebashing – 1914 Russians vs Germans

Last night was the debut for the Russians. As part of a horse trade deal a long time ago I didn’t have many options of composition. The 620pt force being

  • 3 regular
  • 10 reservists
  • 1 professional cavalry
  • 2 regular cavalry, 
  • 2 reservist cavalry
  • 4 MG
  • 4 Artillery

So a veritable horde… with more cavalry than I’m used to.

img_3231

 The game was against Rays 1914s Germans, and his army was larger than normal with 3 units of his own cavalry and , no professionals at all. 

With our usual lackadaisical start neither of use invested much effort in the countdown to war, just using the normal default values. Through slightly better dice the Russians won and ended up attacking – reconnaissance in force.  Things to note

  • Ray rolled low twice on the events chart and ended up deducting 6 from his artillery assets
  • On the events I scored the opponent cannot deploy in the 2 end columns (on one side) & one turn of no scenery penalty movement. 

So, the game. As attacker I tried to move all the terrain to my side of the table and hopefully time it well with the movement event. This worked  reasonably successful.  The master stroke was that having 5 units of cavalry allowed me to utilise the vacant columns in the first turn – this was a real game winner. Moving first meant big columns of Cossacks racing down the flanks with relative impunity.

 img_3232

The mob of Russian  infantry lurched out of all the bad going, and was looking frighteningly powerful as after the depletions of the German left flank left them looking fragile.  A well placed point effect on the German positions meant that they would have a rather painful morale phase.  It might all be over for Christmas!

However, the cruel mistress that SB is had other plans. The German turn saw a suppression barrage placed skilfully over the whole Russians advance. With 13 units of infantry it hard to disperse them to reduce effect. While the suppression barrage is not ‘a killer’ in as much as the casualties it inflicts are smaller. The Reservist saves usually mean that there is a casualty and therefore cause for a moral test. This is really exasperated by the factors of reservists, under barrage with casualties… the morale dice just rack up.  The Russian duly failed most of the tests  – AND  – then because they are suppressed cannot retire and take another 6 hits … again with terrible reservists saving throw.  It started brilliantly and turned to **** in one turn. It looked like the entire infantry assault had stalled due to one suppression barrage!

 img_3233

The Cossacks were have more freedom running around the German rear. They had already destroyed one unit of German cavalry and were looking for  targets of opportunity.

The Germans were holding on and took some rather risky strategy with their reserves which did not pay off, they ended up with their artillery exposed in the line allowing the stoic Russians to press in those two places. However , the dice dictated against it ,even with a couple of guns they beat of a sizeable Russian infantry assault. The guns had good support and the dice were wacky.  So rather than breaking the German lines in two places, the Russians stalled and ended up standing right in front of the German lines.

The Russian cavalry in the rear delivered a textbook flank charge on the German reserves after a textbook point effect barrage preceded it  – damaging the MG – UUUrah! The Germans scattered off table , losing bases left, right and centre. Moving off table was probably best thing for them as while taking a savage beating they were still ‘at strength’ and now safely in reserve so victory points that could be gained would be limited.

 img_3235

As the game concluded the game looked favourable to the Russians, and fate had seen big swings in fortune in this game. The Russians has achieved 2 breakthroughs , captured 2 out of 4 objectives and occupied the max allowed squares in rows 2 & 3.  However, this was countered but a frightful 27 bases of ‘killed’ troops and Ray having some re-roll events on the objective scored. SO, it ended up with a +7 to the Russians – Minor Victory. The Russians, while on paper look poor and their army rating of 27 reflecting that, have some good synergies. The cavalry and empty flank zones is a great combination. The sheer mass of reservists gives them great resilience … but not for the feint hearted as you cannot make an omelette without breaking some of those Russian eggs.

Great game. Squarebashing always delivers a fun evening with lots of twists and turns.

Squarebashing Day – 10th Dec – Battlefield Hobbies.

squarebashing

With a drum roll….! The date for this is Sat 10th December 2016.

The venue is now Battlefield Hobbies in Daventry.

Hopefully the centrally located venue will help those on the periphery of the country. The entry fee is £10 per player. This includes lunch 🙂

The theme will be “up til the guns of August”. The period will from 1900 up to, and including 1914. It will be a team event (entries permitting). The armies are divided into 2 Pools, grouped by conflict. Each team must pick a pair of armies from a single conflict.

The allowed lists are –

There will be 2 games, Team against Team (As vs Bs). For each game he sum of each team score will be added to the team total. To encourage using under valued armies the sum total of army rating will be deducted from final score.

The terrain will be pre set , other than its RAW. All painted figures please, we want it to look nice!

If you want the full experience there is a t-shirt accompany the event. Profits from which help to finance the RFCM forums (£2)

RFCM shop

screen-shot-2016-09-11-at-19-54-26

Thanks Simon

Squarebashing assault 101

Assaulting in Squarebashing quite often has many options, with some subtle nuances. Here is 1 examples with the options explained. Hopefully it will help to show which is best, and what the outcomes will be

SB

The French are in blue. They are defending a trench D-E-F. They Germans in Green have options of assaulting in the following

Option 1 assault only from the front (B)

The dice are
 German (assaulting)
 3 dice per unit at strength        = 6
 Fighting bonus + 2                 = 2
 Support square (F)+2               = 2
 Assaulting trench -3               =-3
French (defending)
 2 dice per unit at strength        = 2
 Support square (D)+1               = 1
 G cannot support as under barrage

Total dice 7 assault vs 3 defence

If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from B must move to E – gains winning the fight marker

Option 2 assault only from the flank (F)

The dice are
 German (assaulting)
 3 dice per unit at strength       = 6
 Assaulting flank                  = 2
 Winning the fight + 2             = 2
 Support square (B)+2              = 2
 Assaulting trench to flank -2     =-2
French (defending)
 2 dice per unit at strength       = 2
 Support square (D)+1              = 1
 G cannot support as under barrage

Total dice 10 assault vs 3 defence

If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from F must move to E.

Option 3 Primary assault from the front (B) additional assault from (F)

The dice are
 German (assaulting)
 3 dice per unit at strength         = 6
 Fighting bonus + 2                  = 2
 Extra assault units                 = 2 (max 2 units per face)
 Assaulting trench -3                =-3
French (defending)
 2 dice per unit at strength         = 2
 Extra assault units                 =-2 (max 2 units per face)
 Support square (D)+1                = 1
 G cannot support as under barrage

Total dice 7 assault vs 2 defence (actual = 1 but 2 dice minimum)

If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from B or F must move to E – gains winning the fight marker

Option 4 Primary assault from the flank (F) additional assault from (B)

The dice are
 German (assaulting)
 3 dice per unit at strength          = 6
 Assaulting flank                     = 2
 Winning the fight + 2                = 2
 Extra assault units                  = 2 (max 2 units per face)
 Assaulting trench to flank -2        =-2
French (defending)
 2 dice per unit at strength          = 2
 Extra assault units                  =-2 (max 2 units per face)
 Support square (D)+1                 = 1
 G cannot support as under barrage

Total dice 10 assault vs 2 defence (actual = 1 but 2 dice minimum)

If the Assault is successful if the barrage in G is suppression then the French regulars in E cannot retire and will take another 6 hits. If not suppression then it moves to G. Then at least 1 German unit from B or F must move to E.

So obviously best to multi assault especially against tougher (more dice opponents) . The only questions are around having to move units into the final square which may or not be advantageous to you.

Squarebashing 1917

On Thursday I had chance to trot out some new toys to play Squarebashing. I’ve just completely my late war French and Germans and it was an opportunity to experience the full fat armies of Squarebashing. After playing the last few games with the Belgians in 1914 the smorgasbord of quality assets was a luxury. What I failed to released was that both armies were kitted out to the gunnels with bombardments and therefore I would be on the receiving end of it also.

We decided to play the trench game. I’ve only really played this a couple of times and we missed a few things. However it did mean we didn’t have to worry about the countdown to battle phase. In the trench game its always ‘attack in force’ for depletions, and as the defending French we have a trench running the length of row three. The defender can be deployed in row 2 and 3, as per usual the attackers are in row 6. After deploying the position seemed impregnable (doesn’t it always) .

The French
2 professional infantry
6 regular infantry
4 reserve infantry
6 MGs
6 Artillery

The Germans
5 professional infantry
5 regular infantry
3 MGs
4 Artillery
1 Heavy Tank

Both armies were rated 47 … I think the highest in the book (no one would have a bonus for being a ‘better army’)

As defender the French has 12 infantry units and after depletions would have to have 1 on 3 off the table (4). Depletions were applied. It always seems horrific when you see a couple of 6s appear on your best troops and have the ultimatum of deploying them at half strength or in reserve. In the end it probably wasn’t that bad as I ended up only with 4 infantry in reserve (also 2 guns and 1 MG), which is just about the minimum. It did look that the front line of regular in the trench had taken the worse of it and were all ‘bases down’, while the reservists looked largely untouched.

However the trench game nastily also requires the defender to lose 1 base from 4 full strength on table infantry units AND damage 2 guns AND damage 2 MG…. also losing d6 of each bombardment asset!

After this the defending French looked threadbare and it might be the case for the Germans to walk through.

1917_1

There is also a mine phase (forgot that !). The Germans also have the option to swap infantry for Stormtroopers (forgot that!)

The German lined up to advance. Ray had picked the ‘fighting’ higher command order (to bolster his attacks) and I pick ‘morale’ and I felt I might need it.

Turn 1 the German point effect barrage the line. It looked bad and I took a few casualties , but it was the centre of the line. My higher command would be close enough for his command orders to be of use (the French only have a command rating of 2 – boo – compared to the Germans 4 ). One of the objectives to fight over is a MG bunker in row 4 . The Germans did attack this , but the trenches and bunker do have a contiguous line of rough terrain in front of it so each assaulter does have to throw to exit (and assault). I was fortunate here as the professional German failed (on rolling a 1 ) leaving the regulars to advance on their own. This happened a couple of times in the game and did forge the narrative of perhaps why they were veterans. The initial assault faltered, but the MG bunker was damaged. 1917_2

The next turn saw the French suppression barrage failed spectacularly. The Germans were all lined up nicely , but even with a good artillery rating I managed to throw 3 consecutive 6s to see the artillery to go over the heads of the advancing troops and fall harmlessly into no mans land. It clipped the end of the line, but the centre of the defending  line was left under pressure.

1917_3

The next German turn was a rolling barrage. With only 5 dice in the asset (needing to roll 1 6 ) it wasn’t guaranteed, but it was granted. This could potentially fill 15 squares ( a 5 x 3 section) with barrage markers. The German artillery is also rated as good, and they obliged by getting all the first 5 all on target , except 1 which fell short … on top of my MG bunker. It was the perfect shot. Luckily the rolling aspect of the barrage was minimal and it only rolled forward in 1 column. But the initial barrage was terrible. All the targeting squares took hits and combined with the barrage markers it looked ripe for an assault and a swift victory. This was the case. The MG bunker was captured and there was a breakthrough right in the middle of the line. The French teetered on defeat…

1917_4

The following French turn saw them call for urgent arrivals. Not my favourite asset as it doesn’t ruin your opponents days as much as savage artillery barrage. But , the situation was dire. The centre was breached and I only had 1 damaged MG holding the left flank. I had to send my professionals from reserve to assist there otherwise it would be over very quickly. The French second line was mainly damaged conscripted with some field artillery. It would be a mainly static defence. The Germans breakthrough did take some withering fire as it pushed into the 2nd line. But some nice dice saw then shrug off the injuries.

There was a then a slight lull in the battle. The Germans didn’t have an artillery asset to support the ongoing assault and chose to erect some hasty defences (to facilitate a improved morale check that they were due to take) . The French followed up with successful point effect barrage right on the schwerpunkt of the attack. There was a glimmer of hope for the gallant French defenders. The Germans would have to take some nasty morale checks. However, their nerve held…. It all looked good, but they were professionals and in trenches (by this time), so in the end it wasn’t that bad. They stalled but it was only a brief respite.

With a master stroke the Germans then called up their suppression barrage. The was targeted just behind the lines (in row 2). This had the double whammy of denying troops in those squares giving support to the front line troops and also preventing and movement into those squares….. in the form of retreats from the front line!! The main assault went it. The French were weakened and could only offer minimal resistance, the Germans too had a bloody nose, but just did enough to win the critical fights which would have been OK (relatively speaking) , but the fact that the retreat was blocked by the barrage meant they took a lot of damage. This just crushed the French and a couple of units were just annihilated.

At this point we called time and added up. It was just one point from a decisive German victory (but we were only about ½ way down the countdown clock ) so given another hour it would have been a major German success.

Despite the feeling like a kicked puppy the trench game does offer a lot of challenges and makes what look like a drole gaming experience into a white knuckle ride – recommended.

 

Squarebashing 1915 – Third battle of Artois

We finally had our big battle of Squarebashing 1915 just before the anniversary year was out! The battle was a abstracted representation of the Anglo French attack at Third Battle of Artois. In reality that meant just using a normal Squarebashing trench game. There were some game specific rules to account for the large game. There were 8 players.

Germans
James
Jon
Paul (Scrivs)
Paul F

Allied
Peter (French)
Ray (British)
Richard (British)
Dene (French)

The table was 12’ , divided in to 6’ squares. Each army was 500pts (rather than 620) and could only deploy in a 6 square frontage (rather than 8) , but they could move and fire into the 2 either side of their deployment , thus allowing a potential 10 square frontage. This was to allow some interaction between the forces. As it turned out each section settled down into their respective areas and there wasn’t too much interaction between players.

While the Germans were entrenched with MG bunker, they has some fearful deletions. The trench game doesn’t use the countdown to war, but has a specific set of defender depletions on top of the dice roll. Trench games are always ‘attack in force’ (6d6), and1/3 of infantry need to be off table as reserves. In addition the defenders must damage an additional 2 bases of on table guns and 2 bases of MG. On top of that each full strength unit of infantry after depletions have been made remove a base. So at best all the Germans could only have 3 base units. The only full strength units were those in reserve. The defenders also 1d6 in each of their barrage assets. So while it started looking all rosy for the Germans the line looked remarkably thin after this!

sb

The trench game is direct. The trenches are in row 3 , and the MG bunkers in row 4. With the attacking allies getting the first turn they can (and did) assault the bunkers on turn 1. The defenders also had to raise the onslaught of the allies assets with gas , rolling barrage and point effect all possible.

However the attackers don’t get it all their own way. There is a complete line of rough going across the trench line and to assault the trenches then everyone has to roll to exit the square. This means that 1/3 of any attack is likely to get stuck and not participate. Against MG bunkers its not quite so easy.

The game looking likely it was going to be very bloody, and indeed it was. The allies pressed on quickly before the defending reinforcements could come into play. But the Germans held them back. The French , with a lot of reservists, took a lot of punishment. Pete’s densely packed ranks got by some severe German point effect barrage , and Dene on the other flank looked OK, but then threw some fearfully bad morale dice and had 2 units quit the field (which I don’t recall seeing happen before – that is 3 morale fails and then throw a 5+ to rout)

The British were more stable but didn’t really achieve much either. After the initial onslaught with many of the assets depleted the game bogged down and it looked unlikely that either side would get a major result . On the far left flank Peter threw in the towel after 90 minutes, only to realise that he couldn’t go home earlier so after sitting out for a while continued. I’m not sure that he was role playing a little Gallic temperament , or just following his normally defeatist rout to victory. I’ll give him the benefit of the doubt. On the right Dene showed savoir faire and did get a breakthrough of some success, capturing a few square of trench and ejecting the Germans , but I think Paul will put that down to ‘bad dice’ 

We played for just under 3 hours , and ran out of time when the countdown clock was on 1 . So we should have had 1 more pair of turns. But game was up. The British has had limited success in the centre capturing 2 bunkers , but with troops in a state unlikely to press the advance. The Germans still had sections that were still in good order so there was no conclusive result there. On the left Pete did have some limited success in the end, but James has cunningly picked his higher command order of assets and seemed to taking full advantage of the re-rolls that it gave him, and the French were taking a pounding.

Dene was the bright light in the attackers story. He did achieve a breakthrough into the trenches. But could not achieve a breakthrough – in games terms – to row 1

As umpire my job was to keep all the sections of the game synchronised in the unusual SB turn sequence. The game moved along OK, we could have done with 1 more hour to conclude to a calculable point, but I think were we left it was obviously heading for a draw, at best a minor victory for the allies. The trench game does have dominate early phase where everyone is at strength and the barrages are flying. If an early advantage is not achieved then that it does dwindle down to limited actions with likelihood of any major success reducing, probably much like the real thing

Thanks to all participants! The Mansfield boys for making their period trip down. Shout out to Richard who have never played before and was drafted in at last minute. He was put right into the centre of the attack and marched his Tommies into the machine gun fire with good grace.

Vorwärts !to 1916!!

WW1 French 1915 Squarebashing – painting diary 1

With a big game of Squarebashing lined up for Christmas~ it comes down to looking at the availability of the figures. The intention is to play a 4 player per side – 16′- of squarebashing. Nominally this will be based on the Anglo/French attacking in the Third Battle of Artois (sept 1915 – close to our 100th anniversary date)

So the British First army (60k) , French Tenth Army (48K) vs German Sixth army (50K).

With the figures available there will have to be some fudging of earlier French dress, so with that I decided to paint up some later war French. With Peter Pig re-sculpting their late war French, and Battlefront releasing their French, the decision wasn’t so clear cut. But in the end I decided on Peter Pig. I knew that they would be clean cast – as I wanted as little prep as possible, and my last experiences with BF figures wasn’t great. It probably cost me more in the end, (accounting for BF deep discounting from online stores) , but at least I go what I want and it would match my other figures.

With Peter Pigs normal speedy delivery the figures had arrived within the week, and I was lining up to prep them for painting. The prep was a dream , on a lot of the figures I actually did nothing. Some have nubs on the bases (likely a vent from the mould) but not too much. On the figure themselves I had to de-flash maybe 10 out of 200+/-

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Painting.
Rather than basing it on any hard research I decided to base the colour palette I would use on the art of Tignous, the political satirist, who died during the Charlie Hebdo shooting. He colobarated on the Art for the game Les Poilus (later The Grizzled).

sweet November

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So a rather playful, graphic blue. Rather than a washed out Horizon blue after weeks in the trenches! I was aiming to capture the essence of these illustration with its chalky backdrop and colourful uniforms. It rather suits 15mm which always benefits from a elevation in the colour register to give it that pop.

Prep stage 1 – lolly sticks

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All the figures are loosing grouped into like poses and are stuck to hobby/lolly stick with hot glue (gun). This will be a production line !

Primer.

GW Corax white. Great primer. Slighly off white but not so much that its noticeable. Only one coat needed. I did dust it with Skull white afterwards to get some natural shade. This was probably a mistake as the Skull white is very chalky by comparison and gave too much of a ‘key’ to the surface

Base Coat.

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I planned to use a wash colour base, then an ink wash. So sticking to the GW pantheon.

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Base colour – Hoeth blue thinned with Lahmian Medium. I have tried most other acrylic mediums/flow improvers out there. But nothing seems to cut it like this stuff. So with a watery mix slap it on. At this stage don’t worry as it will shrink back.

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Cut point here is to avoid any unnecessary finger contact with the primed figures. You don’t want greasy finger marks acting as a resist to your paint here.

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Wash – Gulliman blue 70%, Nuln Oil 30% … again this is thinning to a 50% wash/50% Lahmian medium.. When the figures are fully dry (best leave overnight slap that on)

Test strip.

So picking up a strip sample ist just a case of face (normal triad) , rifle – just a dark brown, and the packs. All washed with a Army Painter strong tone (brown) ink.. another stalwart in this painters arsenal.

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So that’s its just another 30 strips to go!

Squarebashing, canal crossing

For our next game of Squarebashing we thought we’d try a canal crossing, this would allow Ray to use his newly acquired BEF. The canal game differs from the normal game in a couple of keys features. There is no countdown to battle, so that speeded things up a little. The table setup differs only that you put a canal traversing the tables (in-between rows 3 & 4) , it doesn’t occupy a square but acts as a barriers between the 2 rows. The defender gets to place the terrain as normal. The game type is always attack in force but with an extra depletion dice. The objective are different in that they are 3 crossing point on the canal. 1 is where the road crosses, and the other 2 are placed by the defender (each being at least 1 column apart) … AFTER the depletions are made. So the attacker gets to see where the weak point is and then placed the crossings there.

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You can just see the BEF deployed above the canal here.Only 4 square of the 8 in the line have any occupancy

The plucky BEF only had 10 units of infantry , and after depletions only 5 were left on table, so the line was looking very thin. The defender also only gets to deploy in row 2 (so needs to move to occupy and defence of the canal crossing). So as always the defending position looked decidedly weak.

The Germans have raced forward to cross the canal quickly

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With the attacker getting the 1st turn the Germans called for – and received – a suppression barrage. In a game of completely ineffectual artillery , which is very unusual, all but one of the suppression squares deviated. The only one that didn’t deviate didn’t have any enemy troops in. However, thinks weren’t so bad. The barrage fell largely short and into the squares adjacent to the canal. This has the benefit of preventing the British from moving into those squares in the British first turn.

The Germans lurked forward and occupied the canal bank, ready to cross in 2 out of 3 crossing point in the next turn. As the British were pinned and unable to move into the defending bank, things were looking rosy.

The British 1st turn was quite catastrophic. The higher command has been hit (during the prior suppression barrage) and an luck would have it failed to save (1 on a d6) and had retired off table to the reinforcement pool. Ray has picked ‘assets’ as his higher command type (which allows re-rolls on the asset attempts so means you can spend less dice to try to get assets). Being off table in the first turn meant that he didn’t get it. SO , to try and stop the Germans crossing the canal the BEF had to use nearly all of the dice pool to try and get their own suppression barrage. 10 dice were rolled needing a 6 ….. the result was no 6’s Suddenly with the BEF pinned back, and no artillery, there wasn’t anything that could prevent the crossing. Perhaps it would all be over for Christmas and there was talk of an early drink in the pub.

This was taken after all the bonus assaulting tokens were taken off. It looked so good to start!

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The Germans second turn started well. They called and received a shock assault asset and rolled for a ‘fighting dice’ higher command. A large assault was massed on the leftmost crossing. This would be decided ‘a la bayonet’. Being that the assault took place one square back from the crossing the BEF didn’t benefit from any of the defended crossing rules. It wasn’t a completely perfect assault as the crossing was a pinch point and stopped other units supporting from the adjacent squares , rear support was also denied as it was on the far side of the canal. However I thought that the assault had a good chance . 3 full units (9 dice), +3 for shock assault , + 2 for fighting dice (-2 for attacking into hasty defences). The defenders had 1 unit (2 dice), 2 artillery (4 dice) and +1 for British firing. For a total of 7 dice. No –one had any supports . 12dice vs 7 dice … With odds like this there could only be 1 outcome. Yes, 2 hits each(after saves) and the British win (defender wins on a draw) .. the attack stalled. Further hits were applied and the BEF awarded the ‘winning the fight’ bonus for subsequent rounds. All of a sudden it would a lot harder to get past here

This was taken in the later turns where the Germans had spread out. However we do have some reservists having to fill in the line here.

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On the central crossing as the Germans has less of an advantage they did not assault and crossed the canal and tried to fan out to establish a ‘beachhead’

At this point luck swung violently against the Kaisers boys. Ray rolled 4 6s for this reinforcements, so the majority of the infantry arrived. It should be said that prior to this Ray had rolled 22 successive d6s in various phases and not getting a single 6 (it was one of those were you count up it was so bad) . He chanced his arm on the central crossing and launched 2 assaults where the odds were even. He won both. The fact that the Germans has their backs to the canal was catastrophic . Being unable retired meant to take another 6 hits. So where we’d lost by 1 in the assault (1 casualty) , then there would be another 3 hits followed by another 6 hits (unable to retire). I’ve never seen so many casualties mount up so quickly. There were squares with 6 or 7 casualties in. Then the subsequent morale check was almost a guaranteed failure , which again because they couldn’t retire generated another 6 hits. In Squarebashing a unit can normally take a lot of punishment. Get caught in a position where you a unable to retreat … Well .. there is a lesson to be learnt!

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Don’t get caught with your back to a canal

The rightmost crossing had now been reinforced. With a MG and riflemen in a defended position on the crossing that was shut tight.

The Germans on the left flank failed their single dice morale test – so got a no advance. This halted any further crossing their as the square was full occupancy. Things were looking grim now for the Germans and we could have called it there and gone for that early drink. However we played on.

In subsequent turns the Germans were given some slight chances. On the left they did rally and began to spread out on the far side of the canal and reinforce the crossing. However, were they needed a bit of luck none was forthcoming. All point effect barrage failed and therefore as best all further assaults were even , and nothing really happened.

So we timed out before the countdown clock reached the end. However the result was never in doubt. Not quite a massive victory, but a solid one for the BEF – well done Ray and his Brits (for their first outing)

Ray provided all of the terrain, and it all looks rather splendid I’m sure you agree. The carpet tiles from the 70s suddenly have come back in vogue!

The canal crossing game was good and provided some different challenges. The strange dice results we had were probably not indicative of a normal game would be like. After reading the rules I thought it would be tough as the attacker. But at the beginning I would see a route to victory. Squarebashing has this strange sensation where you think you can do a lot , and then when you make contact with the enemy everything bogs down quite quickly. Which is probably about right.

More Christmas gaming – Squarebashing

We’ve been playing Squarebashing for about a year now, so its time I wrote up a review. For the centennial of WW1, we’ve just concentrated on 1914 armies, and in this game we see the plucky BEF face of the Germans.

The Armies.
The classifications are pretty simplistic. Infantry and cavalry are broken down into reserves, regulars and professional. Each battalion is 4 bases in strength. MGs and artillery are single bases. Tanks and A/Cs are all single models.
The BEF are predominately professional, and therefore are small. The ‘standard’ game we played was something like 7 professional battalions, 2 regulars, 4 MGs and 4 artillery.
The German army of this period is based around a regular force. So we had 10 regulars, 2 reservist, 2 professional and 3 regular cavalry. In addition there were 4 artillery and 3 MGs.
With each army comes a set of assets (artillery barrages) and also ‘events’ (these being randomly determined effects that effect the game in some way)… more of these later.
This all comes round to a overall army status rating. This will determine the overall quality of the army (and ultimately and delta adjustment that is applied to the final victory point tally)

Countdown to War.
Peter Pigs rules often have a pre battle phase, Squarebashing is no exception. This consists of a 3 week period where events make have an effect on the game. This takes the form of a calendar in which you allocate values, which become numbers of dice. You and your opponent then do and opposed dice off (5&6s being successes) . The player with the higher number of successes then has the access to their armies ‘events’. This is a 2 dice roll. Values of 2-5 having a negative effect , and 5+ being positive (generally the higher the better). You can roll –over success to the next day, then gives you increased dice to throw and should you win and modifier to you event roll (+6) ,so you cannot get a bad result. With each event comes an attacking value. These are accumulated, and will determine who the attacker in the game is – and the level of attack
There are strategies to this. If you have a defensively minded army then you can stack alternate days to try and neutralise your opponent’s throws. However, I never seem to get this to work as I expect – or certainly not in a way that feels ‘favourable’
In the game we played here, we kept the values as ‘default’. The BEF doesn’t like to attack in my experience, but neither does it like to suffer ‘the big push’ …
The narrative that was rolled in the game was,
The BEF had initial good news (lucky dice), and Kitchener gave his ‘Khartoum speech’. This meant that the BEF could choose to reroll two sets of assault dice (both players)
Then the Germans just took over. The weather was good, and high command had issued aggressive orders. In game terms this meant that the Germans could ignore any terrain penalties for moving in turns 1 & 2 (so they would be moving swiftly). It also netted a good chunk of attack points. They also exploited gaps in the BEF line (this meant that 2 BEF battalions would be sent into reserve). This meant that the Germans were most likely to attack
Combined with the fact that the Germans had some cavalry (boosting the likelihood of attacking). It wasn’t quite ‘the big push’, but it was ‘attack all along the line’.

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Objectives, Terrain and deployment.
The table is 4’x3’, broken down into 6” squares. The defender sits at row 1 (the attacker row 6). Two roads are played (one by each player). The resulting crossroads is 1 objective. The defender then places another 3 objectives. There are restrictions. They cannot be placed in adjacent column, and the total of all the objects rows must be 13 or more. So what that means is that the objective are space across the table, and in games we tend to give one object to the attacker (row 5 or 6) to allow the other objective to be places in lower value rows. In the game objective further across the table will gain you larger victory points.
After the objective the defender places 8 pieces of terrain. Each terrain piece is 12”x6” (2 squares) , whereas an objective is 6”x6”. This makes it really easy to spot these things in the game.
The most notable effect of terrain is that troops have to dice to leave a terrain square. Once your Austrian conscripts have gone into that wood they really don’t like to come out! Other effects are that some terrain provides cover and some block LOS (although that is not so relevant)
In the game here with the Germans having unrestricted movement in turns 1 & 2 then they wasn’t much point in jamming up the top of the table to hinder their approach. So the BEF tried to construct a strong defensive line across the middle of the table.
The attacker does get some say. They get to allocate d6 dice to terrain and on a roll of 4+ they get to move them. In the game here that meant that the Germans could open up a corridor of open space to the left of the battlefield. To attempt to split the BEF, give a space for their cavalry to operate, and achieve a breakthrough.
The attacker then deploys the whole force in row 6, the defender then deploys in rows 1&2. Each square has a max occupancy of 3 units. If the attacker has more than 18 units then they have some that are forced into reserve.

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Depletions.
Everyone’s favourite part of the game! Before the game begins the attacker gets to deplete the defenders army. You can think of this in terms of preliminary barrage, or units losing their way of reassigned to a different section. What it means is that depending on the level of attack, a number of dice are thrown between 5-9~. For each 6 thrown one base of removed from the defenders battalion. This is done for each battalion (from R-L). Rather than taking the casualties the defender can put the troops into reserve. The throw can be modified by troop quality, placement and type. The defender must also have at least 1/3 (rounded down) of their infantry and cavalry off table).
This phase can be rather tense. If the attacker throws well then you can lose a lot of troops and you have a tricky decision to make whether to suffer the casualties of bring the troops on during the game. This is not a quick and reliable process.
In the game here we have 9 BEF battalions. 2 already have to be placed in reserve as a result of countdown to war events. So, only 1 more needed to go to reserve. The Germans scored well and the central objective had one of its professionals reduced to half strength. Placing then in reserve wasn’t really an option as the movement bonuses the Germans had would allow them to capture it quickly.
The BEF would be up against it. Their army was split. The left flank was isolated (although in good order), defending the crossroads in the town. The centre had been denuded significantly. The right flank was in good order, but strategically had little to do.
The defender then gets to place 2 sections of barricades.
Finally before the game begins each sides gets to pick a higher command strategy. There are 4 types available. Fighting, Morale, Assets and Movement – each with an associated bonus in that area.
The Germans picked Fighting. The BEF picked Morale.
The Game Turn.
There are quite a lot of phase in each game turn, and this can be quite daunting at first. Its definitely worth keeping the QRS to hand, as its listed there. Really it a good plan to stick to it rigidly to start as there are some nuances on the order of things. I won’t go in to explicit details on the order, but will try to give a flavour.
Assets
At the start of the game each army has a unique asset pool. This is a pool of dice in which to request that asset. Once the dice is used then that’s it. To successfully request and asset a single 6 is required. So for instance if you had 10 point effect barrage you could roll 1 dice for 10 turns hoping for a 6. More likely you would have 2 attempts with 5 dice. There are about a dozen or so assets and you can only pick 1 per turn. The game is about typically 6-8 turns long (could be as low as 4, or as high as 20 though!)
Morale
The trigger for a morale check is having a casualty figure in a square. A number of dice are accrued, 1 each of casualties , barrage, surrounded by opponents etc. These can be reduced by quality and ‘markers’. For each 4+ thrown this is 1 morale failure. 1 means no advance up to 3+ which is ‘quit the field’. Which sounds worse that it is. It means that if you have taken a couple of casualties (2 dice) from fire and under point effect barrage (3 dice) things aren’t going to go too well.
Movement
Infantry move 2 squares, cavalry 3, MG and Guns 1. No diagonals, quite easy. You can get a bonus move square if you don’t end up in a square adjacent to the enemy. The main issue for movement is leaving any terrain square to another. Each battalion dices to try and exit a terrain square. Professionals needing 2+, Conscripts 4+ . This can put a scupper on well laid plans!
Assault.
This is the main way of destroying the enemy and capturing a square. If a unit has movement points left it may assault a square occupied by the enemy. Each units in the assaulting square typically generates 3 dice (remembering a square occupancy limit of 3). Assaults need to be supported. Adjacent square add 2 dice to assaulters ‘dice pot’. Markers , flanks and lots of other little bonuses can add to that, defences etc can reduce it.
The defender normally gets 2 dice (5 dice for MGs!!) per unit & 1 dice per support square. Again a set of modifiers with add and subtract from that dice pool.
Both sides roll the dice, 5&6s are hits. Saves are then made. So infantry get a 50/50 save, again better and worse quality factors apply. If the attacker inflicts more hits then they win, and force the defenders to retreat a square and they move to occupy it. Casualty markers accrue and morale checks will be needed in the subsequent phase. Once you retreat you also take additional hits, it’s a slippery slope.
Shooting
You shoot in your opponent turn. Any square that has not been assaulted can fire. The range is only adjacent, except for artillery and mortars, so there is little need for LOS. Each battalion fires 1 dice and needs a 6 to hits (which can then be saved). It’s unlikely that you will drive your opponent off with shooting.
Reserves
If a side has reserves it can dice for arrival now. There are 3 options
1. Each units dices. A 6 and it can arrive
2. 1 unit comes on automatically
3. 1 unit comes on automatically on the road entrance square. 2 more dice rolls (needing 6) are also done.
Number 3 is most popular, and its not unusually for a defensive strategy to revolve around where the road is, as that is easier to defend.
Countdown clock.
The defender rolls 1 die. This is then knocked of the countdown clock (starting at 21). When it gets to 0 then the game ends.
Victory calculation.
When the game ends the victory points are calculated. Each KPI is either a value or a dice. The dice are thrown for a resulting victory points. So it can be a bit random. But in my experience it never makes a lot of difference in an ‘obvious’ victory, but can swing games that are closer. Each side’s values are compared and the resultant delta it referenced on a chart to get the final result. The key objectives are –
Defenders bonus. The defender gets bonus points for the level of attack they have to face.

  •  Destroying enemy bases.
  • Destroying enemy units
  • Capturing objectives. These are skewed in value by their relative position. So for
  • example the attacker gets 4d6-row for an objective, so this could be as little as
  • 4d6-6 (as little as 0 but typically ~8), or as high as 23 (typically 13~)
  • Capturing squares in either row 2 or 3 (ie a high defence, or aggressive attack)

Our game.
The game we played was pretty straightforward. The Germans has gained an advantage in the pre game phases. Their events had synergies, and the BEF had been depleted in the centre. The attacking Germans first turn called in a point effect barrage on the BEF centre. When a point effect barrage is rolled you place 9 barrage marked on an L shape of 3 squares. The square also takes hits. So if you take a casualties (d6 hits) , you are looking at a severe morale check in the next turn (a minimum of 4 dice), this can be reduced by a higher command order. The BEF had picked morale has their higher command. However, the first base to be lost (although only put in reserve) was the higher command team itself. So it moved off table and then the next turn couldn’t try to save its soldiers.

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The resulting morale check was grim. One object was completely evacuated, and the other was down to a damaged MG and 2 bases of infantry.

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The BEF had to shuffle to the right to try and fill the gaps that were opened in the centre. But that meant the right flank was becoming thin. They successfully received a suppression barrage (a 5 square long line of barrage markers), this did halt the Germans advance for 1 turn, but the BEF were just too thin on the ground.

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The left flank had 2 battalions of professional and a MG in a barricaded square (pretty tough). But it was isolated. It was surrounded and assaulted. The killer being that the gap that was opened up by the Germans allowed the cavalry to get behind the isolated Brits. This means that if you lose the assault then you cannot retreat and take additional hits. The BEF saves were good, but it was only a matter of time before they were whittled down. The German has captured two of the closer objectives at the start of the game, and were soon captured the left flack crossroads. They also got their cavalry to the BEF baseline to get a breakthrough bonus! The cavalry who are normally gunned down in games were definitely the stars with the swift advance, and stopped the BEF from retiring.

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The BEF were reduced to bring on a drib drab of reserves who were close the enemy and rushing to defend the last central objective. Which held on to, but it wasn’t enough. The Germans has achieved a solid victory.

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Conclusion
I like Squarebashing. I love the fact that it has a lot of chrome for the period. It does allow for forging a strong narrative in a game. Each stage of the game is documented and complete. I like the pre battle phase and terrain placement. I’m not a fan of ‘terrain placed by mutual agreement’ type rules.

Being a grid game it is anachronistic, and probably won’t be to everyone’s tastes. But I would recommend that anyone who has an interest in this period take a look

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georgie Georgies view –
I have to say I liked the game myself! The fate of the game was pretty much decided: Germans! The Britain’s were more Quality than Quantity and in this sort of game you need Quantity! In only the first few goes, the Germans had put most of the English men into reserve! The next couple of goes was total disaster, the Germans planted a destroying barrage on the mainly important (and the minimal amount of) soldiers, killing quite a few soldiers! Since you don’t have to measure the route, they could reach you in an amount of seconds! Near the end of the game (which was very long) I felt myself drifting away from the game. I would highly recommend this game to people who have a very wide attention span so that you can remain focused on the game! There is plenty to worry about because lots is always going on! I think it is a quite clever game!

Squarebashing Germans

The British are now all painted (just waiting to be based)

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…now I turn my attention to the Germans. After the usual clean up and hot glue to craft sticks they are ready to go. They are new ‘re-sculpted’ Peter Pig Germans. I haven’t seen the originals so cannot compare. When comparing to the BEF I would say that they are a little finer – the facial details are certainly finer.

The BEF had taken me longer than I really wanted, it been over 2 weeks (although I have been distracted). For the Germans my original plan was to undercoat white and gloopy wash grey and then  varnish ‘stain’, in a similar way to the BEF.  But instead I thought I would cut out a stage and go for a coloured primer. I would have normally used a car primer grey (which is light and neutral), but I thought I’d try an army painter primer. I originally looked at the wolf grey (to get a bluish hue), but thought it was a little too blue. The uniform grey seemed to fit the bill, and with that purchased it was down to spraying. I did go a light dusting of white over the figures in the first instance. When using the AP primers in the past I have found  that you end up doing quite a heavy coat to cover all the bare metal. A tough of white primer first seems to alleviate that. It comes out a little brighter and stops a little of the capillary action pulling the paint into the recess.

After the priming I was pleasantly surprised that the grey had quite a blue hue to it anyway, so was I was looking for. It was a little dark though, and I did toy with the idea of airbrushing a highlight coat , or maybe a drybrush. BUT …  I reigned myself in …  this was meant to be a quick project.

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So post the primer I blocked in the boots , rifle stock, pack and helmet.

Then it came to the varnish ‘dip’/’stain’. I suppose in my mind I was going to use AP dark tone. The £1 shop varnish I used last time does have a mahogany tint, and I didn’t really want to the lose the blue grey that I had achieved. The AP dark tone is based on an oily black rather than brown, so seemed to fit the bill. It also meant that the 2 protagonist armies would have a distinct tonal difference.

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After that had dried , then I went back and did the face and hands. I like these to be bright, and doing this before the washes had a horrible dirtying effect. Then  a bit of red piping , and a touch of metal. Then a matt varnish and the job is complete.

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Overall I’m not as happy with these as the BEF. Greens and browns are much easier to pull together with this sort of wash technique. My complaints are , they are too dark for my tastes. germ4The AP dip is very strong. The base coat was a little too dark. If I had stuck to my original plan and gone white – acrylic wash , then I could have had more control and that stage does add a highlighting element. The overall figures just have a flat appearance with little in the way of contrast.germ5

 

 

That said its all about getting the soldiers on the table , for this project I can let it slide.

There are more Germans than British, so I will allow myself another 2 weeks to get these done. I should probably think of this in terms of 37 days …  a countdown to war…