An interesting variant of the M5 Stuart was the M8 Gun Motor Carriage, a 75mm howitzer mounted in an open turret. I've vaguely hankered after one of these for a while and even downloaded some plans with a view to converting one of my spare PSC M5s, but the complexity of the turret shape put me off.
Thursday, 18 September 2025
Battlefield 3D M8 "Scott"
Sunday, 14 September 2025
Battle 2025 Pt 2. Action at Twin Farms
Following on from the Battle 2025 "Armoured Clash" scenario, in Part 1, it is now time for the infantry to get a look in. In the original book, Grant devoted several chapters to the 'Queen of Battle', and as with armoured warfare, tried to model both weapons performance and organisations on real world examples. This was unfortunately also the section I struggled with the most to convert into a grid, as so much of the original was based on gadgets (blast templates, MG cones of fire etc) which don't translate well to a large scale grid, nor to groups of based figures as opposed to individual ones. Still, we all like a challenge!
Movement Conundrum no. 1. In the original rules, the basic infantry move is 3"(!). Ludicrously short infantry moves are a feature of lots of 1970s rules, whereas in reality, infantry actually progress across the battlefield at rates not far removed from those of vehicles. I set this to one hex (equivalent to 5") and was even tempted to give them 2 hex movement as I do in my other rules - to maintain a 2:3 ratio with vehicles. In the end I kept it at one hex, but assumed that all infantry movement was tactical, so they can always move and fire (apart from support weapons), albeit in the 'moving' units phase.
Direct fire weapons. By which I mean rifles and pistols, which shoot at individual figures. These were easy, I just roll the same number of dice as active figures on the base. Five riflemen, roll five dice. Pistols are so utterly useless that I just ignored them and factored them into close combat. Ranges were harder, originally I wanted to maintain the ratio between rifles and MGs as well as the range bands (so 3 hex range for rifles and six hex range for MGs), but after playing the Armoured Action scenarios I realised these ranges would be far too long, so went with 2 hexes for rifles, 4 for MGs (300m and 600m respectively) and 1 hex for SMGs. I just eliminated the long range band in firing for effect, as it generally only hit on a 6 vs targets in the open anyway. SMGs were a special case, in the rules they have a 'fire cone' but in my experience, figures were usually so dispersed that they only ever targetted one figure at a time anyway, so I treat them as point-point weapons.
Area fire weapons. MGs, mortars and grenades on other words. In the original, these all had various forms of fire template, however, as with SMGs, figures were usually so spread out that it was rare to get more than a couple under the template and the rules for grenades were a rather tortuous add-on. I'll leave medium mortars and artillery for another post, so the mortars here are light mortars (50mm etc). I treated them as direct fire weapons so need a to hit roll, but to allow for target density, they roll one dice for effect per base in the target hex. I also dropped the effect number from 4 to 5+ as they aren't as powerful. I always liked the MG rules, as they had a lengthy beaten zone, prefiguring Squad Leader etc and rewarding enfilade fire. MGs therefore hit all the hexes along a particular line, rolling per base in each target hex. As in the original rules, LMGs were simply ignored (or 'factored in' to rifles).
Close combat. There aren't any close combat rules in the original, but this was a good place to put grenades and those otherwise useless pistols. If you are in the same hex, everything hits on a 4+ (SMGs on a 3+). I also allow infantry stands to attack vehicles in close combat, hits are resolved as offtable artillery hits.
Morale. The morale rules as probably the worse written and most confusing section of Battle, and contain various errors and contradictions, as well as being unnecessarily confusing. If you tear the arithmetic apart, what you find is that absent any other modifiers, units fail morale on a D6 roll of '1'. So that is what I used as a basis. I simply used the various modifiers Grant provided, but added a -3 for 75% losses too. It raised the interesting question of what exactly the difference between 'in command' and 'in communication' is, but I simply ruled that if the unit could see the (functioning) HQ, it was in communication. Destruction of the HQ would render it out of command and out of comms too!
I probably did some other stuff too, but enough blurb, lets roll, some dice.
Friday, 12 September 2025
Ottoman Eclipse
This is another one in Tims seemingly inexaustible supply of strategic solo games. This one is 'Ottoman Eclipse' and covers the fortunes of the Ottoman Empire in WW1. The general structure is that there are a series of 'fronts' - Mesopotamia, Caucasus, Palestine, Galliopli etc which wicked enemies advance along, while there are also external fronts (France etc) and various external events driven by event cards. The player has a number of action points each turn to be able to influence/respond to these and the aim is to keep the "National Will" at sufficient level to avoid defeat for as long as possible. You do that by having military successes, avoiding the enemy occupying key points, fometing successful rebellions abroad etc. With anything up to six active fronts, various external things and only 1-3 actions per turn, there is always more to do than you can, so it is about prioritising.
Wednesday, 10 September 2025
Battlefield 3D Staghound
My European theatre British recce forces have always felt slightly inadequate, mainly consisting of Daimlers, Dingos and Carriers plus a Lend Lease White Scout Car. I fancied adding a 'heavy' armoured car, and the Staghound fitted the bill nicely, rather smarter than an AEC.
Monday, 8 September 2025
Wizard of the Kremlin
I recently read this book, which was recommended to me by a friend with a keen interest in international relations.
Friday, 5 September 2025
Hedgerow Hell Pt 3 - Barenton
The final outing for my 'Hedgerow Hell' Normandy trilogy takes us to Operation Luttich in August 1944, the ill fated Germans offensive to the sea which eventually resulted in the encirclement and destruction of most of the German forces in the theatre.
This scenario is fairly early in the offensive, fierce resistance from US 30th Infantry Divison had blunted the attack and 10th SS Panzer Division was committed to force a breakthrough, unaware the reinforcements were already on the way.
As usual, this is based on a scenario from the Command Decision book "From Normandy to Lorraine" and played with my One Hour WW2 variant. The units are small 'battalions', 2-3 companies, to get the unit count up.