More 1/6000 scale WWI ships by Figurehead miniatures.
Author: ncc1717
Fox Gap – ACW Black Powder
Saturday the local HMGS-South group played a game of Black Powder at the Dogs of War shop. The ACW scenario was based loosely on the action at Fox Gap, South Mountain on September 14, 1862. The scenario was adjusted to accommodate the available 15mm units and the variable number of players expected to show up.
After four hours of play we had to adjourn. The Union had managed to break into the Confederate position in the center, but with one Union brigade broken and the Confederates strongly holding the turnpike objective, we called this a Confederate win.
Check Your Six WWII Air Game Photos
Saturday the local HMGS-South group played a game of Check Your Six at the Dogs of War shop. The 1/300 scale planes involved were:
3 B26
2 P38
4 P47
2 FW190
4 Me109
2 Me110
The bombers were to cross the table and bomb some military installations in France prior to D Day. None made it. Two 110s were lost. Two 109s and a 190 were damaged.
Rapid Fire AAR and Photos
Last month the local HMGS-South group played a Rapid Fire scenario based on the action near Arendorff (25 miles SE of Berlin) on April 18-19 1945. Three Tiger-IIs of the 503rd Heavy Tank battalion (schwere SS-Panzer-Abteilung 503) and a collection of other units were attempting to cover the retreat of civilians by delaying the advance of the Soviet army.
The Russians received points for capturing bridges and the fuel dump, and for destroyed Tiger-IIs. The Germans received points for getting fuel trucks and Tiger-IIs out of town, and for destroying Russian tanks. The Russians got the bridges, but the fuel dump was blown and the Tiger-IIs and a few fuel trucks escaped. The game was close with the Germans winning on points.
Star Trek – Fleet Battle Game Play-test III
Another play-test of the Star Trek fleet battle rules. The rules have been revised based on the observations made during play:
- The extra hits for Federation DNs and CAs (representing overloaded photon torpedoes) should not occur at medium game ranges, since the table size dictates that most of the game will be played at those ranges. The extra hits now only happen at ranges of 6 or less.
- The random squadron activation can result in one side firing most or all ships first. This can be a decisive advantage. Other activation schemes are included and need to be tested.
- The firing from crippled ships, particularly when several are close together, needs to be reduced. For simplicity, this revision eliminates such fire entirely.
- The Klingon C7 Light Dreadnought now has an extra hit on a roll of ‘6’ up to 6 hexes range, and no longer has a weak rear shield.
- No more than 3 ships are allowed to fire on a single target in an activation.
Revised rules (ST Fleet Battle Rules 12-23-2015).






















































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