This blog will will contain my rather pedantic ramblings on my experiences within the miniature war gaming hobby. There will be informative how-to’s, thrilling battle reports and thought provoking editorials. I fully expect that history will one day view the contents of this blog on par with Homer’s Illiad or Newton’s Principalia. Or it's a complete waste of time.
Tuesday, June 22, 2021
3D Resin Printing Week 2: Printed Terrain Details
Saturday, June 12, 2021
First 3D Resin Prints
The Elegoo Mars Pro 2 printer has been set up in a temporary location (the card table in the game room) so I could start to learn how to use it. Long term, I'll make some room in the shop.
The first miniature prints are a German Bison Assault gun and 2 Soviet winter infantry figures, all 15mm scale. This picture shows the lot on the curing turn table right after finishing the ultra violet curing.
I downloaded some all of these files from a sire called Wargaming 3D, which is a market place for vendors to sell .stl files for historical wargaming - if you're thinking about a 3D resin printer go check it out as the selection is very, very broad.
The second test print was a SU-76 and seven Soviet Naval Infantry figures (again, all 15mm). The SU-76 is a 2 -part model - the hulls is one piece and the gun compartment a second.I did have a minor issue with the back right corner of the gun compartment lifting off, as you can see in this picture. It will be easy to fix with a little green stuff and maybe some stowage.
The corner lift continues around on this side. In all honesty Ive had much worse issues with resin cast tanks from Battlefront. I still need to remove some of the print supports from the model.
A close up of the "warping". I'll be printing a bunch of SU-76's so will eventually figure out the right settings. I really shouldn't complain - the .STL files for the SU-76 were available for FREE from the wargaming 3D site. Free is a very good price.
The Su-76 and 7 infantry figures took about 1.5 hours to print and another 15-20 minutes post production to wash and cure. The build plate on the Mars 2 Pro isn't that large and I could probably fit another 3 infantry figures on it.
Friday, May 7, 2021
Play Testing My Stalingrad Rules
My personal vanity project of writing a set of wargaming rules continues on. One of the goals of using hex-based terrain is speed of play (no measuring) for large participation games. Another side benefit, is I can test the rules using board games - as with the lovely Stalingrad board and counters from Flying Pig's Old School Tactical game series. If you're looking for a fun and "not brain melting" complex tactical WW2 game, I highly recommend Old School Tactical.
I've been running some company level actions to test the rules and find some logic flaws. The first game proved that KV-1's shred tiny Panzer III's if they can not be outflanked. It also proved Germans trying to cross open ground without smoke or artillery support do not have a very good time of it.
Tuesday, April 13, 2021
Stalingrad Project: Third Test Game
Last night up at the club, I we ran a third test game for Stalingrad. For a change we used the Southern end of the board so this was the first time that section has seen in "action". This first picture is taken from the Western (German) edge.
A second shot looking on from the Volga river bank. The overall table is 17 columns of 18 hexes each. It took less than 30 minutes to set up - putting the hex column and row #'s on the back of the hexes really proved useful. I realize that seems like a very silly detail to remark about but this game is designed to travel to conventions so set up complexity and timing are important factors.
The full table if 30 columns by 18 rows!
We had a light turn out so only two players for me to torture with my draft rules. Both Greg and Ed were very gracious in letting me continue my self delusion that I am a rules writer.Sunday, April 11, 2021
Weekend Basing Fun
Saturday afternoon and then Sunday morning was an epic basing session for both the Soviet and German Stalingrad armies. The figures were purchased from GAJO Miniatures and look way better than what I can muster (and did for the most recent Analogue Hobbies Painting Challenger.
Two base scenicing methods were employed - my bog standard "country side" basing which uses a Vallejo texture gel - as pictured on these Soviets.
Friday, March 26, 2021
Project Stalingrad: A Super Exciting Administrative Task
Hex terrain has the wonderful aspect of modularity - you can assemble them in all sorts of ways to make just about any battlefield one wants. It does take a little planning in design to ensure things like roads and streams match up but I really like the flexibility.
Except for one thing - if one is crazy enough (or stupid - its hard to tell) to use hexes to recreate an approximation of a historical event, for example the battle of Stalingrad, well that flexibility becomes problematic. I discovered this fact when we were setting up the a section of the board up at the club for the recent test games.
The Stalingrad table is a bit of an approximation but the street pattern and location of the main historical buildings is both accurate and specific. The location of generic buildings and ruins within blocks created by the street grid is more an approximation but the set up needs to be consistent. A consistent set up will also be important for how I'm planning to use an off table map for sewer movement and combat.
There are 30 columns and 18 rows for the 10x4 table and I'm about 75% done. My home gaming table is 8x4 so I can only work on a section at time.
Just like a jigsaw puzzle, I will pack away the edge pieces in a smaller tub and set them out first and then use then fill in the rest. The table consists of 540 hexes (30x18) and the goal is to be able to set it up in under 30 minutes.
Granted hex numbering really isn't the most exciting of war game game blog topics, but it is an example of the planning that is required to pull off a large participation game outside of your home. You need to get all the stuff there, set it up and not be exhausted or frazzled before even starting a game. So while tedious, putting in this level of preparation is really important to ensure the game runs smoothly and your players have a great time. If the players have a great time, so does the GM. If the players don't, then it's pretty much a disaster for the GM. The single biggest influencer of player satisfaction is the GM's attitude so a frazzle GM starts off at a huge disadvantage.
OK, enough about hex numbering and the logic behind it - I suspect all of you are on the edge of cardiac arrest from the pure excitement of the topic.
Maybe, if you're lucky, the next post will be about alphabetizing Vallejo paints or organizing game components and dice. Yes, that is just the kind of edgy, avant-garde topics one should expect from this blog and it's author - that's just the way I roll, baby.
Tuesday, March 16, 2021
Stalingrad: Second Test Game
Last night we ran a second test game of the Stalingrad rules using the Northern section of the table. This game was slightly bigger as both the Soviets and Germans fielded full battalions plus support elements.
There were three players per side, each controlling a company plus. The scenario was based on the Soviet counterattacks of Sept 15th, 1942 which was a surprise fro the Germans as it was historically.
The Outcome was the slimmest of Soviet victories at 25 to 24 victory points. Artillery proved to be both devastating and unpredictable and people seemed to enjoy the rule making artillery fire persistent over a turn. The white cotton makers outline a german strike which impact the units under the template and any units that move into those hexes over the course of a turn. I do think its a bit too powerful and need to tone down the impact.
We played for about 2.5 hours and managed to get 5 full turns in which works out to about 5 minutes per player per turn, which is about as fast as one can get in a convention setting. Convention games run for 4 hours of which 3.5 is real play time and I'm planning 4 players per side so I should be able to get 7-8 turns in each session which is more than enough.
I did get a lot of suggestions for improvements to the rules which will get incorporated over the course of this week. The new shooting rules seemed to be work well but the areas for improvement include
1) Remove / Lighten the "Free" Rally Phase
The current iteration of the rules have a rally phase for both players as the last step of every turn. Any unit that is not in "Good Order" (either Shaken or Broken) gets a free rally roll and the results are that most units return Good Order so it's really hard to sustain an attack. Everyone felt it was too easy to rally so I need to change this rule. The options are to just eliminate the phase and force units to attempt to rally as part of their platoon activation or limit the number of rally attempts by forcing a platoon of company leader be in the same hex as the unit being rallied- I'm leaning towards the latter.
2) Streamline Vehicle Combat
Vehicle combat has too may steps and bogs down so needs to be streamlined. It's also pretty inconclusive. 3 Soviet T-70's stood up to 3 StugB and 3 Panzer IIIJ for multiple turns and the germans dice rolling wasn't that bad.
3) Snipers
I didn't explain these rules very well and both sides forgot about them until. the end of the game. One needs snipers to really do Stalingrad but its a level of chrome that may not work in a large participation game where simplicity of rules is a must.
There are a bunch of other suggestions that I need to think about but the past 2 test games are making me really confident this will be a fun game for a convention.
Now back to finishing up for the Painting Challenge.
Tuesday, March 9, 2021
First Test of the Stalingrad Rules
Last night up at the club was pretty momentous for me as it was the first time my rules and Stalingrad terrain were used by "real people" rather than just solitaire by me. We played on the northern section of the board and had 2 companies plus supporting elements for each side.
The critical point of the game came here at the 3 hex "Yellow House" in the center of the picture. Josh was defending with a single Soviet Rifle Platoon against 4 German platoons. It was an epic struggle which saw the Germans repulsed multiple times before Josh evacuated the house. His staunch defense created a Hero unit and the Yellow house has been forever renamed "Joshinov's Hovel" in the annals of history.
Wednesday, February 17, 2021
Stalingrad Project: Supplies Running Low
Like any military campaign, terrain projects are won and lost over logistics. If one does not have the raw materials, one does not make a lot of progress. While the core tabletop has been built there are some extra details I want to add and my supplies are running very thin. My gallon bucket of pre-mixed flexible tile grout is just about empty. I started the project with this bucket 3/4 full so it has served me very well over the past few months. I'll need to run out and grab another bucket in a day or two.
Please excuse the disheveled work room between the messiness of a giant terrain project and the basement flood it's a shambles. In all honesty, it was a shambles before the flood but now there's an excuse!
What are the blank hexes for - I'm doing some testing on making generic "countryside" terrain in 15mm scale and so have 2 road, 2 clear and 2 to be forested hexes to see how it looks. I'm kind of all in on hex terrain.
Monday, February 15, 2021
Stalingrad Project: The Third and Final Section is Done!
A shot from the front. Some battle damage has been added but I found it strangely hard to put holes into "my precious" model.
A street level view. The park did have small trees through out but really didn't have a row of tree along the street next to the department store. I tossed them in on a whim and kind of like them
Just west of the Department Store is the "L" shaped Nail Factory which saw very heavy fighting in later part of September. Next to it is a generic apartment block. To be honest, the apartment block is on first on the list to be replaced as I tweak the board. There are two reasons - it's a bit to flat and clean looking (hard edges) and its too tall to be on the edge of the table - player will get caught on it as the lean over it to reach units in the middle of the board. There is a 99.9% chance it gets "belly squished" during game play.
A last picture looking at the other side of the House of Specialists.