A blog about miniatures, wargaming, and the people driven to ruin by them....

Monday, December 29, 2014

Napoleonics: 15mm Prussians 1813-1815

Howdie.

For about a year, I have been collecting late period Napoleonic Prussians for use with Age of Eagles.  Because I use them for 1813 through 1815, I am not entirely choosey about the regiments they represent, though, I have painted them accurately (to the best of my knowledge).

As the 200th anniversary of the 1815 campaign looms, I have struggled to get everything in order.  I recently made a very splendid deal for a large lot of well painted miniatures. 

I currently have enough miniatures to field for Ligny, with a little help from another club member (who can field about a corps or so per Age of Eagles).

As I grow older, my painting ability has waned, but these are still serviceable enough....

The first contingent (also the smallest) are Battle Honors 15mm.

Here is the formidable Blucher, surrounded by a mix of Battle Honors and Essex staff....




Here are advancing columns of Battle Honors infantry (12 bases Landwehr, 24 bases of Line infantry)...
Here are 4 bases of Battle Honors Cuirassiers....
And here are 2 heavy and 5 light foot batteries (1 is a captured French gun)....

For the Battle Honors portion of my forces, I still have 14 bases of infantry, 4 bases of cuirassiers, and 8 bases of dragoons to paint.  There are also 4 corps commanders and 8 division commanders (all Battle Honors) mixed in with the Essex lot at this time.

My second contingent is all old school Minfigs and Napoleonettes.  These are noticeably smaller than some other miniatures, but I like painting them.... they seem to paint faster than most.

Rather than individually cataloging different sections, I just took some big pictures....
What you see there are 60 bases of mixed infantry (line, jager, landwehr), 39 bases of cavalry (12 uhlans, 16 landwehr, 11 hussars), and 13 batteries (4 heavy, 3 light foot, and 6 horse).  There are 2 division commanders not in these pictures.

For the Minifigs, I still have about 30 bases worth of unpainted infantry, and 14 bases of unpainted cavalry.

The third contingent are the well painted Essex miniatures I recently purchased.  I am still working on painting guns to match the already painted crewmen.

There are quite a few of them....
That is 97 bases of mixed infantry (line, jager, reserve, and landwehr).  There are also 8 bases of (Tabletop?) hussars, and 6 Essex division commanders.  You will note the Battle Honors corps and division commanders mixed with the Essex officers....
Now, a large number of foot crewmen (painted) were included, as well as a large number of guns (unpainted).  I have begun the task of finishing these, I look to have another 16 batteries or so finished quickly (since I have only the guns to paint, should not take me too long).  They look a little bit like this (a few bases are out of the picture)...
There are also (in the bags) enough painted infantry for another 9 full bases.  There are also about 50 unpainted infantry, and an unpainted division commander should I feel the need to complete them all.



Currently, this gives me a grand total of 1 army commander, 4 corps commanders, 15 division commanders,

193 bases of infantry, 43 bases of cavalry, and 20 batteries totally completed..... plus 9 bases of infantry almost done (just need based).... 16 batteries soon done.... and 1 division commander, 26 bases worth of cavalry, and 50+ bases of infantry waiting to be painted. 

I am pretty well set for any 1813-1815 battle, though, I could always use a few extra cavalry for flexibility (my unpainted cav are mostly dragoons and cuirassiers, so that will help once they are done).

I know that some will look at all the manufacturers represented, and be a little put off.  I get that.  These armies look better when homogenous.  On the other hand, I don't mind this kind of thing.  And, I also tend to organize the forces with like miniatures.... when the corps are distributed to players in a game, there can be some advantages to not have everything look the same.

In a similar vein,I have been a little flexible with facing colors and the like.  All of these are painted to match historical uniforms, however, I only have a couple of Westphalian Landwehr units.  There were certainly a lot of them at Ligny in 1815, but, not in 1813.... so, the armies are flexible (with most facings being red, yellow, and white, for the numerous provinces utilizing red [or later line regiment facings], Silesians, and Pommeranians.... very little green Westphalian, or light blue Elbe).

Anyway, I think my Prussians are more or less "done" at this point, and I have enough unpainted to work on if I ever think I need a few more of something or another (definitely have to paint some more of the heavy cavalry.... good on uhlans and landwehr cav... a couple more hussars would not hurt).

Thanks for looking.

Chalfant


Sunday, December 28, 2014

Napoleonics: 15mm Brunswick Cavalry 1815

Howdie.

The Napoleonic interested members of our gaming club have been planning to game the 1815 campaign in 2015 (probably like a very large number of others out there!), in celebration of the 200th anniversary of the battles of Quatre Bras, Ligny, Wavre, and Waterloo.

I have not posted much about my own work, the forces I have built up, and have only posted AARs of some games. However, its nice to discuss what you do :)

I just finished up the Brunswick cavalry, using 15mm Old Glory miniatures, for use with Age of Eagles.  The pack works out to 3 stands of (2) lancers and 5 stands of (2) hussars.  I did not have a Duke of Brunswick figure (and didn't ask for help... I know now that there are a couple out there), so took a spare 15mm Battle Honors British staff officer in hussar uniform, painted him in Brunswick colors, and figured that would work.  Doesn't look like the Duke at all, but painted in the correct set of colors, he will do fine.

This is a good point to state, that I tend to be practical in my use of miniatures... I'd rather game with something close enough, than not game at all while waiting for the perfect miniature.  I am also limited by "speed painting" as I try to get things completed before we start gaming the 1815 campaign.  In short, you will find better examples of these miniatures elsewhere, I am only sharing the progress of my work out of enthusiasm.

Here are the Brunswicker cavalry, and their acting "Duke"...



A closer image of the lancers..


A closer image of the hussars...




A closer image of the "commander"....
The Brunswick Corps are an interesting subject.  The fact that they delivered themselves for service in the Anglo-Allied army, to face the French once again, was not surprising.  Ultimately, they managed to find themselves significantly engaged at both Quatre Bras and Waterloo, suffering something like 1200 casualties (including their Duke, killed at Quatre Bras) out of a little over 5000 men deployed (nearly 25% casualties for 2 days fighting). 

I think from a painter's view, they are an interesting subject to work on.  Lots of black, with paradoxically soft pastel facings  I find them to be visually appealing in an odd sort of way.  What was the line, something about them being a long, slow hearse?

Thanks for looking.

Chalfant





Persian Gulf Wars: More Desert Storm USMC plus Sand Berms

Howdie.

I recently painted some 1/72 plastic miniatures for 1991 USMC here.  Those were Revell "Modern US Infantry".  At that time, I had put the M47 Dragon gunners away for safe keeping, and forgot them.  I did locate them again.  I also took 17 miniatures from an Esci / Italeri "U.S. infantry 90's" set, as I wanted a little more variety, and a larger total number of miniatures.  Both sets cover a similar time frame, late 80's through mid 90's (so kevlar vests, "fritz" helmets, M16A2s, and so on).  The Esci / Italeri set, in my opinion, suffers in that it lacks any M249s.  Both sets have M60s, the Revell set has a single pose, the Esci / Italeri set has two M60 poses. 

The images will not be great... my paint job on these is very fast anyway, but I have also coated them all in polycrylic, so they look worse via camera than face to face.  I will experiment with dull cote or something, once the weather is moderate again.







There is a size difference between the sets.  The Revell set is larger than the Esci / Italeri set.  That does not bother me so much, as they are close enough.  The single pose that stands out the most are the two deployed M47 Dragon gunners.  See below....

In this image, from left to right... Revell M47 Dragon gunner, Esci / Italeri M47 Dragon gunner, Revell standing rifleman (203 grenadier), Esci / Italeri standing rifleman, Revell grenade throwing figure, Esci / Italeri standing M47 Dragon gunner [btw, that is a neat figure to have mixed in, I probably will only deploy him with one of the deployed M47s].  So the Revell are larger, but only the AT teams are very noticeable.

Anyway, with these additions, I have 65 individual miniatures, with a variety of weapons (12 M203s, 10 M249s, 5 M60s, 4 AT4s, 3 (4) M47 Dragons), and can easily field a full strength USMC infantry platoon with plenty of support teams, or a platoon and a half of US Army infantry with plenty of support.

Now, an added bonus.... I have a 50 miniature box of the Revell figures, and 40 some miniatures from the Esci / Italeri box... plenty to paint in woodland colors, for late Cold Wars conflicts, '89 Just Cause... but that is a project for another day.

I have put in some work on needed terrain features for the Persian Gulf Wars.  I worked very fast, very crudely with foam, polycrylic, sand, and spray paint to create a dozen vehicle berms.  In 1991, the Iraqis dug in all over the desert, with sand berms, in an attempt to protect their vehicles.  This did not work most of the time, but the image of those berms stuck.

I also wanted some textured road sections.  Years ago, I bought some cheap pre-cut boards of various sizes, thinking to turn them into roads.  I finally had a chance to get around to doing that.  Real simple, polycrylic over the surface, sprinkle sand, spray paint when dry, drybrush a very light grey.  I will leave these unmarked as they could prove useful for micro armor, or even games like Battletech.  I used the narrowest sections for the images below, just large enough for a T-72...

The Iraqi infantry are 20mm Liberation, and the APC is a K-63 or Type 63, I discussed previously here.  The T-72s are diecast Unimax I previously discussed here.  Anyway, the berms are not beautiful, but they are quite serviceable.  They will prove useful for most of the Persian Gulf Wars gaming.

Thanks for looking.

Chalfant







Tuesday, December 16, 2014

Napoleonics: Raab, 1809

Howdie.

We just completed a small Napoleonic scenario using Age of Eagles, the Battle of Raab.  This was my first experience running Austrians.... thankfully, these were particularly POOR Austrians to run, teeming with Landwehr, militia, and irregular cavalry.  Because, otherwise, I might have had too much fun!
We deployed using blinds, so could choose a-historical positions.  I more or less took historical positions, as, I needed to defend both bridges and a seriously exposed left flank.  The French massed in the center, ready to shift in any direction.  I needed the stream as a powerful natural defense, as it prohibited movement in some areas, and caused disruptions from fording everywhere except the bridges.

The battlefield.... from the Austrian right...

...from the Austrian center...

.... from the French center....
The battle erupted with a massive surge of French might.  They rolled up batteries in the first couple of turns, and began crossing the stream in the center, and on the French right.  There was no way to prevent these crossings, so the Austrians attempted to blunt the French where possible.

The Austrian cavalry, both the regular and the irregular, did what they could against repeated French cavalry attacks...



Including being able to drive back some of them.  In fear of the Austrian cavalry, one brigade of French crossed the stream and promptly formed square.
Meanwhile, my right wing commander, Dietrich von Yesmann launched a full out attack on the French left.  The French were mostly in a holding position, it would have been difficult to shift these Austrians across the center, so this seemed like a good plan.


The Austrians were disordered by the crossings, but the French declined to attack, instead slinking off.



Somehow, the Austrian regular cavalry, and their hard pressed infantry comrades, were able to hold the center... for a while...


Inevitably, the Austrians began to give way.



One bright moment... a French cavalry unit, previously pushed back by irregular Austrian cavalry, botched their rally roll.... and routed, losing a stand in the process!  You can see where they ended up at, close to the paperwork.

Towards the end of the game, the Austrian grenadiers emerged from the fortified farmstead to assist in seeing off a French column.  About this time, the French lost a division leader, dead, in combat.


A birds eye view as the grenadiers have been routed, the French have taken the fortified farm, and a large Austrian unit is being hit in the flank by a massive French attack.  Grim, very grim.

Dietrich von Yesmann continued to press the French left, but they would not fight.  This may have relieved some follow up pressure against the Austrians in the center, but it was not enough.
The Austrian center is in shambles, though they are beginning to rally on the hill crest for a last ditch effort at defense.  The Austrian left is comprised of irregular cavalry facing far too many French.

It was at this point we ended the game.  The French had failed in reaching the town, but had not failed in mauling the Austrians.  Austrian casualties amounted to 7,000 infantry, and 500 cavalry.  French casualties were far lighter, at 3,000 infantry and 700 cavalry, plus a division commander.  No guns were lost by either side.

The able Eugene will be free to join Napoleon, while the not-quite-as-able Archduke John will be unable to support Archduke Charles in the upcoming battle of Wagram.

On the bright side, we achieved a "close to historical" outcome for the scenario.  What I learned is that irregular units are difficult to find a use for... and an army that is 2/3 comprised of conscripts will have some difficulties facing an army of regulars.  Who knew!

Till the next time...

Chalfant











Wednesday, December 10, 2014

Shipwreck! Campaign Framework...

Howdie.

I had requests when I first started this, for my campaign set up.  I didn't do it then because its not perfect.  After three gaming sessions, I can say there are some things that don't work quite right.  We had some difficulty integrating subs... and I am no closer to sorting out how this would work with a carrier.  But, for anyone interested [accepting that this is not perfect], you can give it a try.

We gamed with a double blind "matchbox" system.  I built a grid out of 100 small matchboxes, labeling each of them.  I drew a grid map, with the matchbox locations (A1, A2, A3... B1, B2....) for plotting purposes for both players.  Sea lanes and shallow areas were designated prior to game start.  The missions were written on pieces of paper and randomly drawn (so we did not know what the other player had as his missions).



Shipwreck Campaign

All groups move at rate of slowest vessel.

Plot Movement of each Group
                Undamaged Surface Combatants only                  3 spaces
                ½ Speed Surface Combatants or Cargo                  2 spaces
                ¼ Speed Surface Combatants                                                1 space
                Submarine Stalking Only                                        1 space
                Submarines Cruising                                               2 spaces
                Submarines Sprinting                                             3 spaces

Each group moves 1 space (resolve contacts).  Each group with a 2nd space movement moves (resolve contacts).  Each group with a 3rd space movement moves (resolve contacts).

All plotting must be meticulously recorded.

Movement is simultaneous, but players must alternate groups so that each is moving one group at a time.  Players are required to move the fastest of their groups first, alternating until all are moved.

Roll for Initiative, winner chooses to start or have opponent start.
Move all groups moving 3 spaces first 2 spaces.  Opponent does same.
Move all groups moving 2 spaces all 2 spaces.  Opponent does same.
Move all groups moving 1 space, 1 space.  Opponent does same.
Move all groups moving 3 spaces final space.  Opponent does same.  On a roll of 1-5, player may alter (re-plot) third space movement… roll must be announced and viewed.  Replot must be logged as such, recording die roll result as well.

Contact prevents further movement until resolved.  

When any group with a surface element (combat or cargo) moves into a space with a group with any surface element, there is the potential of contact.  Unless both groups deliberately avoid each other, you will have to game the contact out on the table top.  Arrange the groups with headings according to their plotted movement.  Determine the starting range.  Game out the encounter until all elements are destroyed or retreated, or until 11 or more turns have passed.  Record ammunition expenditures, determine if any vessels are forced to leave the group, and assume the groups will continue their movement.

If a group retreats, they move back into the space they previously left if they still have movement.  This could result in further contacts.

ON the 11th turn, roll a d10… on a 1, the groups are forced to break off.  On the 12th turn, on a 1-2, the groups are forced to break off, and so on.  If one group is retreating, they move back into the space they previously left if they still have movement.

When a contact is made with a group comprised only of subs, contact may not result in a battle. 

                Stationary sub group can initiate contact with any group entering its space.
                Stalking subs can initiate contact with any group they make contact with.
                Cruising subs can initiate contact with Stalking and Sprinting Subs or Surface Groups only.
                Sprinting subs can initiate contact with Sprinting Subs or Surface Groups only.
                Surface Groups with at least one Sonar 2 can initiate contact with any moving subs.
                Surface Groups with at least one Sonar 3 can initiate contact with any sub group.
                Surface Groups always make contact with other surface groups.

                Stationary sub groups (slow patrols) are at -2 to be detected until first detected (each sub, individually).
                Stalking sub groups are at -1 to be detected until first detected (each sub, individually).

Damaged ships are allowed to break off from groups (forming new groups), however, they must travel towards home channel spaces only unless escorted by undamaged ships.

A Group may have several encounters in the same turn.

Roll for repairs at the end of each 8 hour shift, if needed.  Roll until vessel is mobile, or has sunk.  A player can voluntarily choose to scuttle a Crippled vessel before choosing to roll, a Scuttled vessel does not count towards opponent’s VP (but is a -1 VP for owning player).

Damaged systems are assumed to be destroyed unless a “1” is rolled for repairs.

We will assume fairly accurate reporting on sunk vessels.

Air patrols may be sent out between turns.  Each player nominates a single region, or up to 3 connecting regions.   The initial region can be searched on a 1-4, with each additional region on a 1-2 each, or the initial region can be searched on a 1-8.   Rolling a “1” on any search means the player will be informed of the specific ships in the group found (if any)…. But not subs.

Helicopters and Patrols

Total the number of helos in the group (any shot down helos have been lost).  For every full 3 helos, 1 helo will be in the air, 1 helo will be at the ready, and 1 helo will be refueling/rearming.  For partials of 2 helos, roll randomly for status, however, only one helo will be in each category (you would not have both helos refueling at the same time in the group).  Roll randomly for a partial of 1 helo.

Once a group has at least 2 helos in the air, the player may choose to have additional airborne helos at the ready.

Optional, airborne helos roll randomly for 5+d10 turns of fuel left.  Refueling helos roll randomly for 5+d10 turns left until ready.

Victory Points

Sunk enemy Combatant                                                         +3 points
Scuttled own Combatant                                                        -1 points

Additional Missions

Escort Cargo ships (3) to opposing board edge… end turn unopposed in region (not sea lane)
                Each ship that makes it                                          +3 points
                Each ship sunk                                                        -1 point
Escort Amphibious Group to opposing board edge… end turn unopposed in region (not sea lane)
                (USN, Assault Carrier…. USSR, Rogov and 2x Alligator)
                USN Assault Carrier makes it                                 +10 points
                USN Assault Carrier sunk                                       -4 points
                Rogov makes it                                                       +6 points
                Rogov sunk                                                              -2 points
                Alligator makes it                                                   +2 points each
                Alligator sunk                                                          -1 point each
Escort Boomer into enemy sea lane unopposed
                (USN, Ohio class…. USSR, Typhoon class)
                Ends turn undamaged in enemy sea lane              +10 points
                Boomer sunk                                                           -4 points
Sub Hunt
                Additional points for sinking enemy Subs              +3 points each
Sub Screen
                No additional points, but player gains additional Submarine assets
                These can be added  to groups, or placed forward 4 spaces
                (TBD…. Like 2 USN subs, 3 USSR subs of varying quality… can be combined or spread out)
Aggressive Patrolling, bring Combat Group into enemy sea lane unopposed
                Ends turn in enemy sea lane                                  +3 each sea lane (once per lane only)
Head Hunter, attempt to sink enemy command ship
                Nominated command vessel sunk                         +6 points

Tuesday, December 9, 2014

Shipwreck! Campaign Concludes...



... with a BANG!

Or, a very bad day to be in the North Atlantic.

Since I posted the beginning of the campaign here we played once before the conclusion.  During that second gaming day, we completed all further days of the campaign.  I was able to escort a Soviet amphibious group (Ivan Rogov, 2x Alligator LST) off map, and, as  I found out, my USN opponent was able to conduct aggressive patrolling of enemy (Soviet) sea lanes.

ON the final day of the campaign, I plotted my two surface groups - the ASubW group and the ASurfW group - to consolidate in the same grid location.  I had only separated these because my second mission was "sub hunt."  In the event, I was unable to sink a single Soviet sub.  Not wanting either group to be attacked separately, I figured they would be safer in one group.

The final (I mean, final) movement of the campaign was... the USN surface group moving into the SAME grid as both of my surface groups!  Both of us knew we had scored points for completing missions.... I thought the USN probably had an edge on me, for sinking my subs. 

We were unable to game out the apocalyptic battle that night, so had to wait until last night to finally get together.  First, we decided to tally up the points.... 12 points for the USN for the patrolling, and for the subs they sank.... 10 points for the Soviets for the escorting of the amphib group off table.  I went into the battle thinking this was my chance to possibly edge out the USN... my USN opponent went into battle worried he would lose his cheaply bought victory (he had only sustained a damaged Los Angeles so far, so felt good in the knowledge that he had taken no losses).

That was about to change.

Because all three groups were entering from different directions, the assembly at the start of the game looked like this....





My ASubW group is in the upper left, a Sovremennyy, a Udaloy, and a Krivak II.  My ASurf group is in the lower foreground, a Slava, a Udaloy, and a Krivak II.  The USN is in the upper right, a Belknap, 2x Spruance, and 2x Knox.

We were gaming 1 cm = 1 nm, to create more space on the table.  Another view , from the Soviet ASubW group...








We decided to game this as an accidental contact.... for whatever reason, the three groups converged without planning, resulting in a surprise showdown.  This situation was certain to result in massive carnage.

We immediately detected each other, from various points, and finding ourselves in range for certain weapons, began firing massive volleys of SSMs at each other.  I had a AA weapon system in range of the USN helos flying, so I fired at them as well.  The USN let loose with Harpoons and Tomahawks, the Soviets let loose with SS-N-12s and SS_N-22s.  I fired SA-N-6s and the two in range SA-60 helos.
Here are the USN launches.

Here, missiles begin to close in.  Suffice to say, that a plethora of defenisve weapon systems were employed, from all kinds of AA missiles, to gun mounts, to point defense units, to Soviet officers firing Makarovs from the bow.  Many missiles were downed, many were not. 





The USN received massive damage.  Two helos were knocked out the sky.  One Knox took a hit (SS-N-22), and was damaged but not sunk.  One Spruance took 3 total hits from SS-N-22s and promptly broke up.  The other Spruance took a single SS-N-12 hit and was sunk.  The Belknap, unfortunate for her, took a total of 4 SS-N-12 hits and was vaporized.  Only a single Knox was undamaged.




But this was not without cost.  The Soviet ASubW group was severely damaged, as the Krivak II took a brace of Harpoons and was sunk, and the Sovremenneyy took a single Harpoon for Heavy damage.  Though not sunk she was not going anywhere quickly.


The Soviet ASurfW group fared a little better... more or less...  the Slava had been an important asset in my forces, but she was hit with 2 Tomahawks, and quickly sank.
 Ouch.  The losses were simply appalling.  Out of 11 surface vessels, 5 were sunk and 2 damaged.  No vessel remained with weapons currently in range, so all parties issued orders to withdraw at best speed, ending hostilities. 

We re-tallied the scores... from a 12 to 10 USN "clean" victory, the USN moved to a 24 to 21 "bloody" victory.  No doubt that the USN had won the campaign, but both fleet commanders agreed, no one had any cause for celebration as both of our naval forces were effectively crippled for the remainder of the war.




While not a result you would want as a real sailor, as a gamer, I have to admit, it was a great way to end the campaign.  On a personal note, the Soviets are far more enjoyable to run than my PLAN, as they have some degree of parity with their opponents.


I don't know what the next naval battle will be, but I will let you know when it happens.  Thanks, and keep a sharp look out!

Chalfant







Wednesday, December 3, 2014

Falklands: Top Malo House Scenario

Howdie.

I had a couple of requests for this scenario... this was not written for publication, only for our club use.  However, no reason not to share it.... not everything is spelled out, so players would have to work some of the finer details out themselves.  As for victory, it really comes down to agreeing before the battle to look only at the casualty ratio for determining which player(s) won the game.

This is written for 4 players, the "command" player has bonus activations which are distributed before the beginning of each turn.

Now, I tried to incorporate names where I could... I do not know for sure exactly where every individual was at, so my naming of models should be taken with a grain of salt, delete names or rearrange as you see fit.  The names are where I am most inaccurate.... but I do not have a source giving me the exact unit placement of each combatant.

In a related view, weapons are assigned as best I could determine, using the miniatures I have (for this type of game, it is very important that the figures are appropriate, that all players can see who is armed with what).  I am fairly certain the British were using M-79s, but I have no models with M-79s, so have written in M16/M203 combinations instead.  Once again, this can be changed as you need, as long as you are not adding in additional machineguns, or heavier weapons (mortars for example, which were not employed in this battle).

For our initial After Action Report of this scenario, see here.




© Chalfant Conley, Iron Ivan Games, 2014

Skirmish at Top Malo House
31 May 1982, Falklands
Argentine Forces
1st Assault Section, 602 Commando Company…… First Floor Forces
Command:  5 Activations, +2 Bonus Activations  (ACTIVATE 1)
Hand Grenades

Commander
Soldier
ACC
CC
GUTS
T&E
Captain Verseci:     FAL, HP-35     
5
6
10
+0/Rally



601 Scout (attached to 602)
Soldier
ACC
CC
GUTS
T&E
1st Sgt Helguero:     FAL
5
6
8
+0



1st Team
Soldier
ACC
CC
GUTS
T&E
1st Sgt Esbert:         FAL
5
6
9
+0/Rally
Sgt Pedrozo:           FAL
5
6
8
+0/Medic
Gunner:                   FAP LMG
5
6
6
+0
Grenadier:               FAL, Rifle Grenades
5
6
6
+0

If extra sentries are deployed, 1st Sgt Helguero is the first extra sentry to deploy.



Argentine Weapons:
Name                                                     Type                       Range    ROF        AP           MM         Special
HP-35                                                    Pistol                      10”          1              5              (+1)         -
PA3                                                         SMG                       15”          3              5              -               -
FAL                                                         Assault                   30”          3              8              -               -
FAP HB LMG                                        LMG                       48”          3              8              -2            Jam (10)
Rifle Grenade                                       Grenade               30”          1              (1)           -1            Blast (3”)
.300 Weatherby                                   Sniper Rifle           48”          1              8              -2            +1 ACC




Skirmish at Top Malo House
31 May 1982, Falklands
Argentine Forces

1st Assault Section, 602 Commando Company…… Second Floor Forces
Command:  4 Activations (ACTIVATE 1)
Hand Grenades

Executive Officer
Soldier
ACC
CC
GUTS
T&E
Lt. Losito:                PA3 SMG, HP-35
5
6
9
+0/Rally




Sniper (Marksman*)
Soldier
ACC
CC
GUTS
T&E
Lt. Espinosa:           Weatherby .300, HP-35
5 (6)
6
9
+0/Rally
*Unlike a normal Sniper, a Marksman has only a +1 ACC



2nd Team
Soldier
ACC
CC
GUTS
T&E
Lt Brun:                   FAL, HP-35
5
6
9
+0
Corporal:                 FAL
5
6
7
+0
RTO:                        FAL
5
6
6
+0
Grenadier:               FAL, Rifle Grenades
5
6
6
+0

If extra sentries are deployed, the Corporal from 2nd Team is the second extra sentry to deploy.



Argentine Weapons:
Name                                                     Type                       Range    ROF        AP           MM         Special
HP-35                                                    Pistol                      10”          1              5              (+1)         -
PA3                                                         SMG                       15”          3              5              -               -
FAL                                                         Assault                   30”          3              8              -               -
FAP HB LMG                                        LMG                       48”          3              8              -2            Jam (10)
Rifle Grenade                                       Grenade                30”          1              (1)           -1            Blast (3”)
.300 Weatherby                                   Sniper Rifle           48”          1              8              -2            +1 ACC





Skirmish at Top Malo House
31 May 1982, Falklands

British Forces

British Forces:  Mountain and Arctic Warfare Cadre…… Assault Force
Command:  6 Activations, +5 Bonus Activations (ACTIVATE 2)
Hand Grenades

Commander
Soldier
ACC
CC
GUTS
T&E
Capt. Boswell:               Sterling SMG, HP-35
5
6
12
+2/Rally
CSgt Montgomery:        M16A1/M203
5
6
10
+1/Rally
RTO:                                SLR, Radio
5
6
7
+0
**Colour Sergeant (only) has 1x M72 LAW


Section Leader
Soldier
ACC
CC
GUTS
T&E
Sergeant Doyle:             M16A1, HP-35
5
6
9
+1/Rally


1st Team
Soldier
ACC
CC
GUTS
T&E
Sergeant Stone:              M16A1
5
6
9
+0
Grenadier:                       M16A1/M203
5
6
7
+0/Medic
Gunner:                           L4 Bren, HP-35
5
6
7
+0
Private:                            SLR
5
6
7
+0/Asst
**Team has 2 M72 LAW


2nd Team
Soldier
ACC
CC
GUTS
T&E
Corporal Barnacle:         M16A1/M203
5
6
8
+0
Private:                            M16A1
5
6
7
+0
Private:                            M16A1
5
6
7
+0
Private:                            SLR
5
6
7
+0
**Team has 2 M72 LAW


British Weapons:
Name                                                     Type                       Range    ROF        AP           MM         Special
HP-35                                                    Pistol                      10”          1              5              (+1)         -
Sterling                                                  SMG                       15”          3              5              -               -
M16A1                                                   Assault                   24”          3              7              -               -
SLR                                                        Semi-Auto             30”          2              8              -               -
L4 Bren LMG                                        LMG                       48”          3              8              -2            Jam (10)
L7 MAG LMG                                        LMG                       48”          5              8              -3            Jam (10)
M203                                                      Grenade               24”          1              (1)           -1            Blast (3”)
L42                                                         Sniper Rifle           48”          1              8              -2            +2 ACC
M72 LAW                                              AT                           24”/36”    1              (1)              -1            Blast


Skirmish at Top Malo House
31 May 1982, Falklands

British Forces

British Forces:  Mountain and Arctic Warfare Cadre…… Fire Force
Command:  6 Activations (ACTIVATE 1)
Hand Grenades


Executive Officer
Soldier
ACC
CC
GUTS
T&E
Lt. Murray                      M16A1, HP-35
5
6
11
+2/Rally
Sgt. McLean:                 M16A1
5
6
9
+1/Rally
**Sgt McLean (only) has 1x M72 LAW


Sniper**
Soldier
ACC
CC
GUTS
T&E
Cpl Groves:                L42A1, HP-35
5 (7)
6
8
+0
** A successful hit results in a casualty on a 1 or 2.  Sniper is +2 ACC.  Sniper is always a further -1 ACC to hit.


3rd Team
Soldier
ACC
CC
GUTS
T&E
Corporal:                              M16A1
5
6
8
+0
Lance Corporal:                   M16A1/M203
5
6
8
+0
Gunner:                                L7 MAG, HP-35
5
6
7
+0
Private:                                SLR
5
6
7
+0/Asst
**Team has 2 M72 LAW


British Weapons:
Name                                                     Type                       Range    ROF        AP           MM         Special
HP-35                                                    Pistol                      10”          1              5              (+1)         -
Sterling                                                  SMG                       15”          3              5              -               -
M16A1                                                   Assault                   24”          3              7              -               -
SLR                                                        Semi-Auto             30”          2              8              -               -
L4 Bren LMG                                        LMG                       48”          3              8              -2            Jam (10)
L7 MAG LMG                                        LMG                       48”          5              8              -3            Jam (10)
M203                                                      Grenade               24”          1              (1)           -1            Blast (3”)
L42                                                         Sniper Rifle           48”          1              8              -2            +2 ACC
M72 LAW                                              AT                           24”/36”   1              (1)             -1            Blast



Skirmish at Top Malo House
31 May 1982, Falklands


Table Set Up:  
Standard 4x6 table, place Malo House roughly in the middle of the table.   The stream should be about 18-20" behind Malo House, the low rise that Capt Boswell is approaching from should be on the British right, beginning about 20" from Malo House, closer to the British table side.  The peat diggings should be placed to the British right of Malo house, within 9" - 12", midway down the table.

Effectively there is no other appreciable terrain.  You may place an out building as you see fit.

Miniature Set up:
Argentine forces start within Malo House, split between an upper floor group, and a lower floor group.  If deployed, Lt. Espinosa will be in an upper story window.  The additional sentries, if any, are deployed outside of the building, within 6” of the building.  Prior to the game start, the Argentine commander must roll a d10, and review these results:

1:         Deploys 2 extra sentries, along with Lt. Espinosa.  British must move onto the table, Argentine forces have 3 models from each force start Pinned.
2:         Deploys 1 extra sentry, along with Lt. Espinosa.  British begin in normal starting positions.  Argentine forces have 3 models from each force start Pinned.
3-9:       Only Lt. Espinosa is deployed as a sentry.  British begin in normal starting positions.  Argentine forces have 3 models from each force start Pinned.
10:        No sentries at all.  British may begin no closer than 24” from Malo House, on any side but not past the lateral line of Malo House (in other words, not behind Malo House), in which case they may be entering the table sides, or always in their intended starting positions.  Argentine forces have 4 models from each force start Pinned.

 Normal British starting position will be with the Fire Force deployed along the fence line to the British left, about 30" from Malo House, and with the Assault Force behind the low rise to the British right, about 24" from Malo House (the rise starts about 20" from Malo House, and should be be 4" - 6" wide where the British are crossing it).

Cover:
Malo House blocks line of sight, offers -2 Light cover, and models inside can only fire from (or be fired at) from the shown windows or doors of the building.  Models within the house not at a window or door may still be targeted, but at -3, and they can only be Pinned, not Killed.

Any models that either do not move, or sneak only, across the open ground can claim to be taking cover in the rough Falklands terrain, and this is a -1 Concealment cover.  Any model that maneuvers (2 movement actions) or runs (3 movement actions) can not claim this Concealment, and is marked with a blue token.  Models inside of other terrain (Malo House, the stony run, or the peat diggings) are not affected by this.

The peat digs, if occupied offer a -1 cover no matter the movement of the model. 

The stony stream run offers a -2 Light cover to models with in it, except if fired at from less than 12”, in which case the cover is only -1 Concealment, regardless of the movement of the model.

Activations per Pulse:
All forces activate 1 element per pules, except for the British Assault Force, which can Activate 2 elements per pulse.  This represents the larger force being used, and the greater aggressive coordination of the MAW vs the 602.

M72 LAW versus Malo House:
British may fire M72 LAW at the building at upto 36” range, though at more than 24”, they may not target anyone inside of the building (in other words, there is no effective blast against the occupants).  Any hit against an occupant (not just the building) is handled normally, but there is NO confined explosion bonus (the house is too flimsy to help the blast in this regard).

When firing from 24” or less a “6” will miss the occupants, but not the building.

All hits against the building with M72 LAW have a potential of setting the building on fire (due to its type of construction, the house would be very difficult to directly destroy with light AT rockets).  The effect is cumulative, with increasing chances:
1 hit, set fire on 1-2
2 and 3 hits, set fire on 1-3 (each)
4 and 5 hits, set fire on 1-4 (each)
6 and further hits, set fire on 1-5 (each)
If the Malo House is set on fire, the Argentine players have until the end of that same turn to exit the building.  Any model left in the building at the end of the turn is forced from the building in Pinned status (within 3” of ground level door).  Furthermore, those models must be rolled for as casualties, with an AP of 2.

No other weapons (M203, rifle grenades, hand grenades) can set the building on fire.  None of these other weapons gains a confined space explosion bonus either.

Special Medic Rule:
Medic models in base to base contact with a casualty model may spend one action determining the status of the casualty…. Roll below as if for after-game Victory, with the medic modifier, to see if the model is KIA, WIA, or only Stunned.  These models do NOT roll again for that wound at the end of the game (unless the model becomes a casualty again), however, a model that is determined to be Stunned is re-entered on the table as a non-casualty, in Pinned status.  These recovered Stunned models are then not used to determine the casualty ratio.

Victory:
It would be very unlikely for the Argentine forces to win this battle.  Any that flee are bound to run into other British forces posted on the hill immediately behind them.  The method of judging victory will be a comparison to the actual casualties suffered.  In the historical engagement, the British suffered 3 WIA, the Argentines suffered 2 KIA and 6 WIA, the rest captured.  The historical ratio is 3:8 casualties (all types).  You may consider the severity of the wounds (more Killed, more light Wounded), but the ratio of all casualties should be the overriding factor.

At the end of the game, each model on both sides previously removed as a casualty must roll for result:
1-2 KIA
3-4 WIA, Severe
5-9 WIA, Light
10 Stunned, not WIA
If either medic (British or Argentine) is not a casualty when you begin rolling, 9-10 are Stunned, not WIA.

The Argentine player may capitulate at the end of a turn when it becomes obvious that they can not achieve a ratio result better than historical... but does not have to.  They may NOT capitulate when they have a better than historical casualty ratio.  The British player may withdraw at the end of a turn if they have a worse than historical casualty ration, but do not have to.

Otherwise, the scenario ends when all Argentine troops are either casualties, have fled the table, or are currently Pinned at the end of any turn.  The scenario can also end if all British troops are casualties or are currently Pinned at the end of any turn.

The casualty ratio will NOT include models that “recover” from being stunned, so there is a possibility of unexpected results.