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Showing posts with label Flames of War. Show all posts
Showing posts with label Flames of War. Show all posts

Wednesday, February 26, 2014

The Demyansk Pocket Campaign Log

 The
Demyansk
Pocket

2014 Wargate Flames of War Campaign
Season 1, Schedule 2


February 21st, 1942

Kholm has been surrounded, and the Red Army has continues it's advance through German lines.  Canny leadership, however, has ensured the German infrastructure and supply lines are still intact.  Nearly two weeks ago, the Demyansk Pocket was formed - the assaulting Russians have cut off another piece of the German wehrmacht! 

General Winter is making it hard for everyone.  Severe weather and rough terrain have halted the Red Army's advance, and the Germans are digging in where they are.  At Demyansk, Guards motostrelkovy and tankovy batalons prepare the order to assist in the crushing of the pocket, but the Germans have the upper hand in the dense terrain.

The objectives are simple.  The Germans must be hemmed into the pocket, and if resistance cannot be destroyed the Russians are determined to neuter the Nazi ability to strike out.  With massive airlifts by the luftflotte underway to resupply the Germans in Demyansk, that may prove to be a daunting task for the Red Army...



Campaign Rules

This campaign is set up like our previous Flames of War campaigns.  Influence is earned per team (Germany and the U.S.S.R.), and the scores from both rounds are averaged together.  In addition, the General Winter rule is in effect for the entire campaign, representing the harsh conditions and rough terrain.

  • General Winter - Models must pass a skill test to move at the double.  Bogged down tanks must re-roll successful Motivation rolls to re-mount.  Infantry must re-roll successful Skill tests to Dig In.



Campaign Updates



  1. (1.5.14) - Initial opposition was harsh to the Soviets as German forces simply withdrew from many of the outlying objectives, forcing hard captures of worthless grounds.  Soviet infantry pushes were repelled as well, with the Grenadiers holding the line with their well-drilled gun crews.
  2. (1.12.14) - Now in position to defend a new salient, the German forces mass together to resist the next push.  SS units arrive to aid in the defense of a critical road junction, and battle is joined in earnest.  Bloody and bitter was the battle, but in the end Soviet forces were demoralized by the German guns and sent into a general retreat.
  3. (1.19.14) - A strange quiet settles over Demyansk as the Soviets move into postion, and the trapped Germans frantically scamper for airlifted supplies.
  4. (1.26.14) - A large clash in the outlying coutryside sees a Soviet strike force cut to pieces by well placed German guns.  However, a second wave arrives and is finally able to break the German cordon around Demyansk!
  5. (2.2.14) - A massive push by the Soviet armored division sees the German forces scattered, but the battle isn't brought to bear until all forces are scattered.  A quick move by Soviet armor secures valuable supplies for the U.S.S.R., and the Germans abandon their forward positions.
  6. (2.9.14) - German gun emplacements repel the initial surge of Russian infantry.  During the ensuing evening, Soviet tanks begin to squeeze the positions outlying the Nazi pocket.  Unable to bring enought anti-armor weapons to bear, the S.S. are forced back into Demyansk.
  7. (2.16.14) - A strange stillness falls over the battlefield...could it be a portent of things to come?
  8. (2.23.14) - Exhausted after days of fighting, the Soviets retire and allow the Germans to hold onto Demyansk - for now.


Though the margin of victory is even slimmer this time, the German forces manage to hang onto the lead and stay entrenched in Demyansk.  Soviet stavka have ordered the Red Army to push on, and leave the pocket where it is.  The German defenders of Demyansk are relieved, and set about repairing their fortifications.

Already the Wargate's Supreme Commander for 2013, Jerry Wargate and his German hauptmanner have sealed the deal once again!  Congratulations to the entire German team:  Jerry Wargate, Captain Video, Reverend Greg and Buff Bagworm!  You guys have been super-hard, and every game is a thoroughly enjoyable challenge.

The next Flames of War campaign occurs in Season 4 (November-December), and we'll be adding tons more gear to the war effort as we approach the encirclement of Leningrad.  German armor, Soviet Anti-Aircraft and probably some tankodesantniki await us there later this year.


Hope everyone had great fun in the pits around Demyansk these last few months.  Even the Soviets had fun.  Next time...you Germans had better watch out - we're bringing a whole new game next time!

Saturday, January 11, 2014

The Toropets-Kholm Offensive Campaign Log

The
Toropets-Kholm
Offensive


January 9, 1942

Following the expulsion of the Germans from the area around Moscow, the Stavka have are quick to put another plan into action.  The operation targeted the area south of Lake Ilmen, with the aim of destroying Wehrmacht forces inside the Soviet Union.  The Germans thought these areas to be quiet, and had no idea that both Soviet army and partisans behind enemy lines were surrounding them in the night.

In the rural towns of Toropets and Kholm, a vicious battle played out.  Assaulted from all directions at 04:00, the German defenders put up a powerful resistance, but were eventually pushed back.  In Kholm, the defending Wehrmacht took several strategic buildings, as they were greatly outnumbered.  Soon, they were cut off from German supply lines.  After that, a series of daring air drops were made to supply the embattled German troops and keep them fighting.

This is the story of the critical flash points in Novgorod Oblast at this pivotal point in the war, specifically the battle for Kholm.  Brave Russian soldiers and partisans band together to push the Nazi scum from their beloved Motherland.  Yet the Germans are not easily beaten, and have their own resolve to hold out until reinforcements can arrive.  Only one thing is certain:  blood will flow. 



Campaign Rules

The campaign is set up much the same as our last Flames of War campaign:  There are two teams (U.S.S.R and Germany), and any number of games may be played with players simply selecting an allegiance when they join the campaign.

Influence is tallied for each month of the campaign.  The final campaign scores will be determined by averaging each team's Influence score from each month.  The commanders of the team with the highest Influence average over all three months will be heralded as the Wargate's 2013 Supreme Commanders!

In addition to the normal rules, the following rules apply during each of the three phases:

  1. Attacks in the Night - During the first round, all games may be played with the Night Fighting rules for the entire game.  Roll a D6 at the start of the game, before deployment.  On a 3+, that game is a Night Fight.
  2. Struggle for the Boiler - In the second round, a large building is always placed in the center of the table first, irrespective of scenario and before any other terrain.
  3. Air Supply - During the third round, for any game with an objective, add another objective to the table.  This objective is the air drop.  It is placed in the center of the table and scatters 2d6 in a random direction.



Campaign Updates

Final Scores - 12/29/13
  1. (10.6.13) - The first signs of trouble begins to brew as the Germans hunker down in what they believe is a quiet zone on the front.  Russian troops move into position around Kholm secretly and efficiently and begin to prepare for a coordinated attack on the Germans.
  2. (10.20.13) - A quickly prepared German defensive manages to pin down the Volga Kommandos near some farms outside Kholm.  The resulting firefight sees the Russian gun batteries that had been moved into position to support the attack lost to the German counter-offensive.
  3. (10.20.13) - Encircled, the Germans attempt to link up with mobile reserves scouting the perimeter of Kholm.  However, a combined effort by Soviet infantry and armor results in most of the German reinforcements being destroyed, and the surviving grenadiers flee back into the town.
  4. (10.27.13) - A strike in the night by the 6th Guards armor sees the Germans hemmed into the town of Kholm.  During the following day, Kommandos and Grenadiers brawl in a protracted battle that ended with the Soviets pushed from the town proper.
  5. (11.3.13) - The Germans inside Kholm manage to conduct a successful counterattack on the armored Soviet formations by cunningly arranging their artillery along the main road.  Supplies begin to roll into the city.
  6. (11.10.13) - A massive combined force of Heer troops attempt to push out of Kholm once again to link up with advancing German lines.  The Soviet armor and riflemen do their best to approach the edge of the village where the biggest guns are, but the collapse of command due to the German shelling makes a coordinated effort impossible and the Soviets back off.
  7. (11.17.13) - As the battle for the boiler continues, a small force of North Volga Kommandos advance to take the German gun emplacements the Heer moved up to the perimeter.  The attack was stalled when the Grenadiers took a large building and repelled the Soviet advance.
  8. (11.24.13) - The Germans are hemmed in around the Boiler, and there is no retreat against the Soviet armored spearheads that simply drive through their fortified lines with minimal losses.
  9. (12.1.13) - The motostrelkovy batalons lurking near the village rush to close off German supply lines.  They attempt another counterattack, but the better armed Guards motostrelkovy find themselves in a more commanding position and force the German platoons to fall back into the city.
  10. (12.8.13) - On what has become one of the most grueling days of the conflict, the Soviet leaders reconvene in an effort to solve the problem of the newly arrived Luftwaffe support for the German forces inside Toropets.  The Soviet ground forces hem the Germans in, but with the guns entrenched and air drops flying in food and ammunition, the Germans hold their ground for most of the day.  When the Soviet forces mass together, they are finally able to secure one of the air drops - making sure that the Germans will be hard pressed to counter the next offensive.
  11. (12.15.13) - The North Volga Kommandos press the Grenadiers hard during the first part of the day, securing victory and paving the way for a much larger assault.  However, as Soviet tank forces push into the gun positions a heavy toll is exacted, and the massed Soviet assault is crushed as massive German infantry reserves reach the front line.
  12. (12.22.13) - Soviet tank forces bust through a thinly guarded front and push several gun crews out of position, paving the way for motostrelkovy to move in and grab the dropped supplies.  Even though SS elements were nearby, their late arrival to the battle prevented them from stopping the Soviets from taking the ground!
  13. (12.29.13) - Motostrelkovy detachments outside Kholm perform a pincer maneuver on a section of Grenadiers moving to secure another air supply drop.  Their prize taken from them, the fell back towards the town and attempt to block the Soviet breakthrough.  In the final push of the battle, a combined Soviet force of armor and infantry secure a large section of the road outside Kholm, destroying a large German force positioned to defend it.


The Germans take a narrow victory this year!  It was truly a hard fought battle, and even though the Russians fought hard and took a lot of ground in the last round, it was too little, too late (but only just)!  Now, the Germans have the upper hand - and that hand is clenching tighter with every campaign on the throat of Mother Russia!

Accepting the title for Flames of War champion 2013 for his team is Jerry Wargate, pictured with his buddy Skully Skullivan to the left.  For the next year, Jerry has the right to be called

Supreme Commander

of the Wargate's World War II forces!  Until Season 6 next year, we'll be forced to watch in awe as the wehrmacht cruises through the Russian lines!  All is not lost, however - for now the Germans will have not only Mother Russia, but General Winter to deal with their scrawny hides!



I hope everyone had as much fun with the campaign as we Russian players did (and we lost)!  Everyone's growing enthusiasm for what seems to be the favored son of the new wave of wargames is encouraging.  More campaigns for Flames of War are on the horizon, and expansion beyond the mid-war battles of the Eastern Front is also on the agenda.  For now, however - the Germans and Russians will have two campaigns in 2014, so break out that winter clothing and dig in.  It's going to be long, long winter.


Saturday, January 04, 2014

Airlift Into Demyansk!


Flames of War is burning bright here at the Wargate!  Going into it's second consecutive season, the WWII battle game has captured our imagination and hunger for knowledge.  The Eastern Front project has been very edifying, to say the least.  Now, we're going into The Demyansk Pocket to see what happens to our intrepid companies as they continue their tour of duty across Russia and Germany.

The real story of Demyansk begins with the encirclement of Kholm a month earlier.  Those interested in the actual events can begin their research here.  Though Russia historically won the war, in Demyansk the actual outcome is different.  Here, the Germans hold out for an entire year after our battle here is over.  Our regiments taking part in the battle around Demyansk will fight there - until Stavka reassigns them!

General Winter is a rule that's in effect for the campaign that simulates some of the effects of the extreme weather.  It makes it harder for certain actions to be accomplished, due to heavy snow, mud and the rugged Russian countryside.  This will add an element of urgency and danger to all maneuvers undertaken in what is sure to be a grudge-match campaign!

The State of Play is up!  We have some interesting stuff going on in the next few weeks as well, so make sure to stay up to date by visiting our FaceBook page!  We have a big meeting at noon on Sunday to discuss some new initiatives and this years' projects, so until then komrades - stay warm, stay alive, and I'll see you on Game Day!

Wednesday, December 18, 2013

D(emo)-Day at the Cave!

This past weekend, the Wargate hosted a Demo Day at the Cave (our friendly local game store) for Flames of War!  Several club members showed up to help show off this awesome game, and we had great fun with some buddies who frequent the game store.  We made a video cataloging the event, and it's available here for you to check out what went on Saturday, December 14th, 2013.


Please forgive the background noise...

Throughout the two demo games, we answered questions and ran through how Battlefront organizes its' product lines.  There was a lot we couldn't get on camera, but the momentum towards Flames of War here in Ada has definitely picked up.  We're going to do all we can to promote some competitive gaming for the system, and are considering sponsoring a tournament day as well if the interest is there.  Beyond that, there's always the campaigns we run here on the site.  There's always room for more fighters on the Eastern Front!

To everyone involved in the Demo project, thanks for turning out and making it an awesome day.  You guys are great fun to hang out with, and were patient with us for being novices at making web videos.  Apologies for the terrible production value - but we just received our nice lighting rig (courtesy Jerry Wargate) and installed new software for media production.

Now hopefully we'll learn how to use it!

Tuesday, October 08, 2013

The Toropets-Kholm Offensive


It's early January, 1942 here at the Wargate.  We've been schlepping tanks to the Eastern Front for a while now, and just yesterday signed off on a huge transfer of men and equipment that will take the war all the way into the next phase.  Yes, it's Flames of War season once again.

Our campaign this year already has it's page up, so check out the State of Play on the right.  Since we have a lot of new folks jumping in and participating this year, we're keeping the mechanics of the three month ordeal to a minimum.  There are two teams, and those teams accrue Influence as battles are played.  Easy - but don't worry all you crunch-kins out there.  You still have the Flames of War rules themselves to come to grips with, and it is an excellently designed set of gaming conventions that are pretty easy to figure out even if they are somewhat removed from some of the ideas you might possess if you live your life in a Games Workshop hole.

Yet it's how we structure the campaigns overall that is the most interesting part of our venture for me.  Each campaign will document the Eastern Front over the course of the war, inching ahead one month at a time.  We have looked at several major engagements to make sure the guns will be barking somewhere in Russia or Germany the entire time.

We are going to remain faithful to the historic tales, changing them only where they must be changed to fit our particular continuum.  For example, during the real Toropets-Kholm offensive armored support was very limited for the Russians, amounting some 13 tanks (mostly the tiny T-60).  For our battle, the tank forces are portrayed by my T-34 and KV-1s tanks - up gunning the Russians considerably.  The Germans have more than they had historically as well, with Heer artillery batteries and Waffen SS Gepanzerte Panzergrenadiers.  That's ok - it's just a game.  Yet, the narrative will follow the historical one...with just a few fictional tweaks to make it relevant to us here in our time and space.

To find out more about the historical operations, Wikipedia is a good place to start.  Desertwar.net has a lot of information on all the operations and conflicts you care to research, but the section on Toropets-Kholm lead to some interesting insights.  It's not a secret I'm a Soviet sympathizer, but I encourage you to do your own research.  Maybe you'll come to the same conclusion that I did - that WWII was darker and grimmer than any hand-me-down grim dark future someone can imagine.

Wednesday, September 18, 2013

Flames of War Army Types

It's almost Flames of War season once again, and in the next few weeks we'll be gearing up for The Toropets-Kholm Offensive!  We made our first steps into campaigning in this WWII game last year, and it was a huge hit.  We're excited about hitting the Eastern Front once more!

Today, I want to talk about the types of armies available in Flames of War.  With the new campaign looming, a few folks have asked me about joining the game.  It's hard at first to wrap your head around this game, especially if you've been living with robots and dragons for most of your wargaming life.  With that in mind, I want to run down the basic types of lists that most armies have access to.

I totally nicked these photos from the interwebs.  Apologies to whomever they belong to...they came from Google, and I tried to find info to credit you.  Also, my keyboard doesn't have those characters.


An Infantry Company with air and armor support.

The most basic of army lists is the Infantry Company.  These armies are composed primarily or entirely of infantry teams.  There are many variations on this basic theme, but the most common is the humble and ubiquitous Rifle Company.  These are the boots on the ground, and very often will have the most serious artillery / anti-tank guns available.  Choose an Infantry Company if you want to swarm the opponent with infantry or pound them with batteries of guns.


A Motorized Infantry Company.

A Motorized Infantry Company is basically an Infantry Company, but entirely mounted in transport vehicles.  Some types of these companies are more heavily armored than others, but it's usually balanced by how many infantry teams you can transport at one time.  These formations are at the forefront of the army, always pushing forward, and can be supported by a wide variety of fast armored units and vehicles.  Choose a Motorized Infantry Company if you enjoy quickly transporting infantry into your opponent's deployment zone, or just because you like half tracks or deuce-and-a-half trucks.


An Armored Company with Infantry support.

An Armored Company is composed primarily of tanks.  Like all these list variations, there are a wide variety of these formations to choose from.  These variations are based on the type of tank that the formation deployed, from T-34 battalions to a squadron of Tigers.  All sorts of heavily armored units and vehicles are available for support as well, allowing you to tailor your list for a great many different battlefield circumstances.

There are three other list types as well.  The Armored Car Company is composed mainly of lightly armored reconnaissance vehicles arrayed in squadrons.  The Cavalry Company is composed mainly of...horsemen?  Yep, turns out that in Russia and Romania, horses were totally in back in 1942.  Like, horses running with tanks.  The Fortified Company is less common in our theater, but it does exist - mainly consisting of infantry teams and supporting armor piled behind trenches, minefields and razorwire.

Those are the basic sorts of lists.  If you're interested in joining Flames of War here at the Wargate, this is the first step you need to take:  what sort of list do you want to collect?  After choosing what country your allegiance falls to and what army list you will collect, it's a short hop, skip and jump to the miserable winters of the Eastern Front in the early 1940's.

See you there.


Monday, January 28, 2013

Rulebook Ruminations: Flames of War, 3rd Edition


Well, it's time for another Rulebook Rumination.  Now, you guys know I never review a book as it is released...best I've ever done is blog my thoughts few months after it becomes available.  The reason for that is that I only review books that become relevant to our club, when they become relevant.  Now, our Flames of War inaugural campaign is over, and I just want to take a moment to share a few thoughts about the 3rd Edition rulebook.

While this was our first campaign, we've been preparing for WWII for well over a year before the commencement of the games.  I bought a hardcover copy of Flames of War, 2nd Edition before 3rd Edition was even announced.  It's been a little over a year since this new book was published, and there was basically nine months betwixt the time we got the book and when the tanks started rolling out of Moscow.  We've put this engine through it's paces.

The main thing I want to draw attention to is the mentality of the rules, if that's the correct word.  The phrasing of items is hard to wrap your head around if you're used to the conventions espoused in a lot of wargames, yet the mechanical conventions are very similar.  In this way, the game is both much alike and very different from most of the games we play.  In practice, a lot of these items are very simple, yet when you read them for the first time it's hard to connect all the rules.  We've seen this in other manuals before, in almost every game you've ever played - but the disparity between this system and some others makes it hard to study from the book.  However, the simple concepts make it very easy to teach.

Most of the rules are clear and concise, and due to the way things are set up there isn't a lot of room for "random events" you might see in other games.  Not a ton of special rules that are spread out over twenty plus army books.  To contrast, in Flames of War, most situations have specific methods of resolution.  Special rules don't override the basic flow of the game so much as provide an advantage or disadvantage regarding the basic rules.  What this means is that once you have the basic flow of the game down and how the resolution systems work, it's very easy to assimilate ALL the special rules, and further - they don't bog down the game as much.  Combine that with a system that uses less rolls rather than more rolls or book keeping and you have a very lean combat simulator that's expressive enough to cover the entirety of the second World War.

We have both the smaller softcover version, and I can't say I'm really a fan.  The book is thick and the binding isn't that great...in fact, ours has a lot of pages falling out after one campaign's worth of being used.  The version I bought for myself was the large hardcover rulebook (you guys know how much I like hardcovers) and it's money well spent - it's a powerful tome that can stand up to some serious use.  Get the hardcover, and skip the softcover.  Or, if you decide you want the minis from one of the beginner sets, do yourself a favor and buy a hardcover as well.  The two extra guides that come with the hardcover are great as well, being a guide to the hobby and having a smattering of late-war armies that can be fielded (no lists are described in the rulebook by itself).

All in all, Flames of War is shaping up to be the Season 4 flagship here at the Wargate.  The game itself is grounded in reality, and draws a different sort of crowd than the standard Robots & Cannons or Swords & Sorcery battle games.  It doesn't require more than a handful of dice, so the conventions are easy to keep track of.  Armies aren't that large, and although you can find lists that require a lot of expensive pieces you can also get a 2000 point army for a little over $150 or so.  Best of all, the game is super easy to teach to new players - which is something every game club should be quite interested in.

Saturday, January 12, 2013

Directive 39 Campaign Log!

Our first Flames of War campaign finished up a few weeks ago.  It was a valiant effort by the club, which heroically raised a ton of cash to outfit four armies simultaneously!  Next year will be even bigger, and some new ideas might make their way onto the campaign trail.  Some off-season gaming will be done in Season 2 as well, so don't be too hasty to put down those rifles yet!

Directive 39
The Battle for Moscow


December 5, 1941

For the last few months, the Wehrmacht has been closing in on the Moscow Oblast.  Since October, Hitler has pushed forces east in an attempt to wrest the city from the communists.  Operations Typhoon and Wotan have both failed to push the Soviets from their layered defenses in the six hundred kilometers of defended area around the important and symbolic city of Moscow.

Today, the Fuhrer has issued Directive 39, ordering his troops to hold the defensive line at all costs.  Today, a new counteroffensive starts into Russia from the west.  Through the biting cold and severely constructed defenses of the Soviets, the Germans begin their push into the Red Bear.

Now, we begin our own battle here on the Eastern Front.  The fate of Moscow hangs in the balance, as German forces push in from the west and massive reserves arrive from the eastern oblasts of the Soviet Union.  Fascists and communists will clash here once again amidst the forests and defenses in the biting cold of the Russian winter as terror crawls across Europe...




Campaign Rules

Directive 39:  The Battle for Moscow is a campaign for Flames of War, and it's the Wargate's first such campaign!  We're not only introducing a new game system, but the way we're fighting the campaign will be open to anyone who wants to try the game out!

The campaign rules are simple:  there are two sides, U.S.S.R. and Germany.  All fighting done in each of the three months we have for the battles will be tallied up to create an Influence rating for the month.  At the end of the fighting, all the battles will be averaged together to get a total Influence score.

So, play and win as many games as possible for your side!


Campaign Updates

  1. 10/14/12 - October games postponed due to extenuating circumstances.  October games will be played the last week of October / first week of November and retro-actively applied to the month of October.  
  2. 11/4/12 - Opening Volleys finished!  This month, the battle moves Deep in the Woods!
  3. 12/30/12 - The final battles are fought, but Germany's new offensive takes the Russian defenders by surprise!


December 28, 1941

The chill of winter has set in.  The forests are frozen and for a time, they are silent.  It's hard to tell what will happen next, and every man on the line knows in his heart he is already dead.  Except for the howling of the wind there is little noise except men quietly jostling, trying to keep warm.

The defense of Moscow oblast has gone poorly.  The Reich's soldiers approach the city, but the armored tanks and fearless men of the Soviet Guards has each done his duty.  At each stage of the conflict, more and more men died and more ground was lost.  Yet for all this carnage, this is only the beginning.

German soldiers hid near the forest ridge, waiting for the next phase of the battle on the Eastern Front to commence.  They had been lacking in armored vehicles, but their skilled infantry and powerful artillery had pummeled the oblast's defensive lines for weeks.  There was little left for the Guards to defend.  Now, however...the engines and metal creaking of heavy German armor approached from the west.

Soldiers on both sides grip their weapons, and wait for the command to engage.  For the defenders, it is a desperate bid to save national unity.  If Moscow is taken by the Reich, it could be disastrous to the defense of Mother Russia.  For the invaders, the call to glory is great indeed...and littered with the spoils of conquered nations.

The fortunes of war will wax and wane.


Friday, December 07, 2012

T-34 Tank Corps, 600 Points

T-34 Squadron and Company Commander (signaling).
I've decided not to do briefings like our other forces for the Flames of War armies.  There's enough going on about the Great War I felt I'd just leave the history pretty much alone...my own army having little in common with it's historical namesake.  A lot of different units bore the designation "6th", but I'm not going for full on historical accuracy with my gaming army.  That would be madness, tracking it all down and making sure it was all within the boundaries of what was then on the battlefields.  For my own 6th Guards Tankovy Batalon, they start the war in December 1941 at the battle for Moscow, and are entirely fictional.

We decided to start the club at Flames of War's recommended setting for low or introductory level play - 600 pts.  Well, browsing through the armor lists I noticed that I wasn't getting any heavy armor at that level.  Everyone agreed to play at 600 pts initially, so I had to find a company that would allow me to play at all our proscribed levels, 600, 1500 and 2000.  Looking through The Eastern Front, I knew I was going to be playing Soviets.  My partner, whom I usually play doubles with, wanted Rota Razvedki at first, but after another player dropped out decided to go full on infantry with a Strelkovy Batalon.

I found exactly what I needed in the plain old Tankovy Batalon.  It's not as flashy, not as elite as the other tank companies that carry several mixed types of chassis...but there's a lot to be said about a horde of T-34's...my chosen main battle tank!

The first squadron rumbles along a dirt road in the Moscow oblast.
At 600 pts there aren't very many, to be sure. I get six tanks, a total of 1 Company HQ tank and 1 Combat Platoon of 5 more T-34's.  This cost about $70 US, since I got 1 boxed set of T-34's and a single blister for the command tank.  Easy to paint up as well...there's really not much to it.  It was, however, the first time I used pigment powders on a model, and I used Flames of War's own line.  I also picked up some powders from Vallejo as well, and will definitely be experimenting with those pigments a lot more.  Overall, I liked how it turned out.  Carefully weathered decals and just a smidgen of No.2 pencil to show chips in the paint and voila!  Each tank turned out in about an hour, and thats with plenty of drying time for the various reagents.

I used some rubbing alcohol to bind the pigment before sealing it with a matte spray.  I inked the commanders with some GW Reikland Fleshshade and that turned out very cool.  This is the first project I've tackled at this scale, and it was very satisfying.  There's something about doing a bunch of tanks at once that can't really be expressed except as AWESOME.  Also, there's the fact I will get to collect an army that consists entirely of tanks to at least 2000 points...and no one will call be cheesy or beardy for it.

That's all for now from the Eastern Front!  Remember, only a few weeks of battles left for this season...so get to the 'gate early on Game Day to make sure your guns and blades aren't quiet for another week.  We're starting AD&D early to help smooth out the difficulties we had in the moathouse last week as well, so if you're dead or want to join the game we'll have a little extra time to sort things out.

See you on Game Day!

Tuesday, November 20, 2012

The Eastern Front

The trenches at Stalingrad.

The more I talk to people, the more I realize that the average person in America doesn't even know that a war was fought on the other side of Germany.  At least, that's the impression that I get.  Also, that the Soviets did the bulk of the fighting (and winning) against Nazi Germany also seems to be something that people here just don't think about.  Now, I'm not saying our grandparents didn't fight a deadly enemy for our country - just that more fighting was done on the Ostfront.  I'd even go as far as to call it "the bulk of the war in Europe".

Anyone interested in research on the subject can check out the awesome articles on Wikipedia, starting with the basics for the Great Patriotic War.  It's a fascinating subject, full of tales of heroism and horror.  There are numerous books written on the subject, of course, but it seems that in the U.S. you pretty much have to go out of your way to learn about this.

Of course, we'll be running various scenarios as we meander our way across the war in the coming years.  As everyone knows, right now we're fighting over Moscow, and you'd be surprised at how many folk don't know how to take it when we say we're not actually fighting IN said city.  All of a sudden, I wanted to make folks aware about the horrendous struggle between Germany and Russia.

Last year, when we were going through possible theatres to get the club revved up for Flames of War, I really pushed the Eastern Front.  Right away I was blown away by how much just isn't talked about.  Months later, I've just ordered my T-34 company and I run across the trailer below.


Now, the Wargate isn't about video games, and we're not going to start covering them.  I bring it up here because it's sort of on the issue, in a roundabout way.  I don't know of a single video game that's ever come from this angle, though they probably exist - in Russia.

I've been following the production of this particular game closely as it's relevant to my interests.  I must say that this isn't just exciting to me, but I find it touching in a strange way.  It might be crass to some, but I don't know if a better tribute could be made to the sacrifices made on the Ostfront. 

If nothing else, gamer d00dZ will be aware that something happened way back in the '40's and a lot of folks died.  That's if they are interested enough to check out this game, they might could learn a little something more about history.  The Company of Heroes title was very popular, so you never know.

The Cold War is over.  Being a Russian sympathizer (as I've been called) doesn't get you thrown in jail anymore...does it?


Monday, November 05, 2012

Theaters & Eras

The Wargate opens to (there/here), (now/then).

Flames of War is organized a little differently than most of the games we're used to playing.  Rather than having a centralized game / conflict with various manuals to cover the different factions in the game, such as Army Books and Codeci, Flames of War focuses on different "phases" of the war.  In addition to this, the "theater" chosen dictates what forces are available and how much each unit costs.

The "phases" of the war are easy to understand.  The second World War was an arms race, and early in the war the weapons used were the ones developed in the 1930's.  As time marched on, guns and tanks grew bigger and nastier.  The old pieces were rendered inferior or destroyed.  This is represented by splitting the game up into three "sections" or "phases", called Eras in the game.  In succession, these are Early War, Mid War and Late War.

In choosing a theater, you have a lot of options depending on era.  North Africa?  Check.  The Eastern Front?  Check.  How about the Allied invasion of the West?  Yeah.  All of these are awesome, but when attempting to get people into the game, especially a club, it's best to choose an era and theater that everyone can get behind.  Take a look, do some research and decide what you want to fight over.  Unlike many other games, there is a strong historical drive associated with this game.  You don't have to be a purist, but it helps.

For our game club, we have chosen the Eastern Front as our theater.  Books are available for Mid and Late War eras.  Though the Late War is the most popular, the Wargate has chosen to focus on the Mid War era for a number of reasons, mostly because it's got the what we perceive as a good balance of technology.  Not too low or too high.  We chose the Eastern Front as the theater we would focus on mostly because it was the most intensely grueling, longest and bloodiest conflict.  Also, it's totally metal.

Generally speaking, no matter what theater you choose, as long as an army is from the same era you can guarantee a balanced match.  That's how tournaments can be organized to make things more or less "fair".  Yet for structured campaigns, it's kinda strange seeing Americans fight Soviets...at least if you doing straight historical like we are.  Could be an interesting direction for other clubs to go...

We have the Eastern Front books for the Late War era, but if you're planning on gaming with us you should stay with Mid War.  Late War stuff is available (not all of it) at a premium in this era, so you should be able to use most models available.  That means you're really limited to either the Eastern Front or North Africa volumes.  However, you'll find a world of choice in those two books.

Now, that's not to say that we wouldn't bring up forces for Early or Late War campaigns if someone were to organize them.  However, since we're the only ones organized at present we must encourage the purchase of those two volumes and models to accompany them.  As far as I know, all the boxed starter sets contain models that can be used in Mid or Late War, so don't fret and pick up an Achtung! or Open Fire! from our friendly neighborhood game store, The Cave.

And tell 'em Dave sent you.

Thursday, October 25, 2012

The Eastern Front Opens on Moscow

"In this corner, we have..."
Before anyone gets into a fit over the image I chose for this post, do yourself a favor and don't.

I feel the need to add a disclaimer:

We at the Wargate do not condone, revere or seek to sensationalize any of the real history of the War in Europe.  There's a lot of emotion behind this, but for our purposes, Flames of War will be treated like any other game, and the Nazis will be treated like any other antagonist in any other game.  Therefore, anything said or written here by myself or any other club member; any jokes made; any Russians that starve and any Nazis killed in the process thereof are to be treated in a lighthearted manner, like everything else here at the Wargate.

Now, with that said I must say I'm sorry about our little hiatus.  A little personal time was required this month, but the club definitely hasn't been too derailed.  All our Flames of War training is taking hold, and the tanks and troops are marching for Moscow as we speak!

Check out the campaign page, though few battles have taken place so far in the next week things are going to be heating up to a fever pitch.  This is our first campaign that will be "trans-club", and we'll be taking our campaign on the road to rack up victories for the Axis and Allies.  The Eastern Front isn't well known about in America, but we're going to change all that with some history lessons as well as fantastic gaming opportunities.

Historically speaking, the battle of Moscow didn't take place in the city...this is an important distinction.  It was waged over the entire oblast, however...about 600 square kilometers of forests, villages and hastily created defenses.  You can read more on real history of the battle here.

So, the time for talking is over.  This weekend, we're going to start hitting the battlefield hard - and I expect there will be more than a few casualties to report on for the next campaign update.  Yet, how are we going to work this into a narrative for the club?

Well, next year's campaign will more or less follow the real history of the war.  Instead of a narrative where we change the course of history, we're going to another conflict in the war.  As we move through our own campaigns, we'll move further through the course of the battles and experience the Eastern Front as no one should ever have to.

Roll up the guns, and I'll see you on Game Day!


Friday, September 21, 2012

Flames of War Arrives at the Gate!

Does anyone actually remember when we put Flames of War on the figurative table of Stuff We Want to Get?  No?  Me either.  Best guess is, it's been over a year and a half of pondering, planning and studying two different rulesets.  Now, the World War II miniatures game will be rolling onto our battlefields here at the Wargate, and the club is abuzz with a new enthusiasm.

Our local gaming store, The Cave, brought in a huge order for us.  Several of our members pitched in together to 'persuade' the owner to go ahead and take a dive into this game that's new to our region's metagaming sphere.  Now they stock Battlefront miniatures, and I've already found all sorts of cool stuff to pick up while I'm down there.  If you live in the Ada area, do check out The Cave down on Broadway and Main.

The munitions and gear, fresh from the crates.

As we got our know-wots together, it became apparent the Club would have to decide how to approach gaming with Flames of War.  In general, the game is divided into three 'eras':  Early, Middle and Late War. Within that framework, there are multiple theatres...that's a whole 'nother discussion.  We chose the Mid-War Eastern Front as the place for us to start, so the club divided into two camps:  Soviet and German.

It took a while to muddle into the game, but now it's a solid hit here at the Wargate.  German helmets (real ones) have seemed to spawn into existence of their own accord in the corners of my house.  This was our big push - several members are now commanders in what will be our first WW2 campaign.  

Historical gaming, that is.

To break in this momentous occasion, I plotted against the party to get us some real refreshment - some authentically brewed Leninade!  Yes, even though I'm pretty sure there's no where to find this awesome sauce anywhere in our state, we sent one of our members ranging all the way out to - well, where they have it.  It was a long trip, and took him like two whole weeks.  When he returned, bedraggled and road weary, all he had to his person was some dirty clothes and this bottle of Socialist Spirit!

Poor Shaunny travelled 2,000+ miles while hiding this beverage container somewhere uncomfortable. 

Practice and tournament gaming begins in earnest on October 1st!!

A lot of folk want to practice and see how it goes, so for the (somewhat serious) Q4 campaign, only the four players who got a part of the giant order will be named commanders of the forces, though we'll be letting all our members take part in the campaign...and if they are unlucky, maybe a few random passerby down at The Cave!

Jerry Wargate (not pictured) is allergic to Communism, and so is not pictured.
For the Germans, Jerry Wargate commands the Heer Grenadierkompanies that will drive the Nazi warmachine into Moscow with massed infantry and artillery.  His partner in war-crime is Captain Video, whose S.S. Gepanzerte Panzergrenadierkompanie's moniker is Das Hintergrundgeräusch - which probably refers to the ever constant growl of their engines and guns!  These two commanders will collect Nazi wins for the club's narrative!

For our part, the Soviet Union has a solid corps of T-34 tanks in my own 6th Guards Tankovy Batalon.  With Skim as my partner, leading his North Volga Kommandos Strelkovy Batalon, our combined arms should mean more than trouble for the fascists invading the Motherland.  It's sure to be bitter and grim - just the way we like it here at the Wargate!