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).

Mid1

WWI Naval 1/6000 Scale

The first of (hopefully) many 1/6000 scale WWI ships. These are Figurehead miniatures. In order to minimize the base length (and thus minimize the conflict between ground scale and figure scale) the cast bases provided by Figurehead are not used. The sheet styrene bases are 11 mm wide and 3-4 mm longer than the ship, which is offset to port to leave room for a label on the starboard side. Each base also has a 2mm diameter rare earth magnet embedded in it facilitate pickup and transport. Destroyers and torpedo boats are based 4 on a 30x25mm stand. Each stand will initially represent a flotilla, but that may be changed to a half flotilla if enough are eventually painted.

Yazoo River ACW Naval AAR

Today a few members of the local HMGS-South group played out the historical action on the Yazoo River, July 15th, 1862. The Confederate ironclad Arkansas encountered the Union ironclad Carondelet, the gunboat Tyler and the ram Queen of the West. In this case, the Arkansas easily out-shot and ran past the Carondelet and Tyler, leaving the latter dead in the water. The Queen of the West then managed a perfect ram on the Arkansas and sank her.

The rules used were “Sail and Steam Navies: Naval Battle System 1840 to 1880.” The ship models were Thoroughbred 1/600 scale.