Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

Wednesday, May 30, 2018

Grant's "Battle" and World War II Wargaming


I have been re-reading Charles Grant’s “Battle: Practical Wargaming.” It is a good set of rules for World War II wargaming. In fact, three of my mini games are based on it. (Hans und Panzer, Hans und Panzer Afrika, and Krunch a commie - all available here:  http://www.thortrains.net/milihistriot/downloads.html  )

Over the years, I have read and tried several rule sets for the World War II to Modern Era. My first set were the Featherstone rules given in Wargames: Battles and Manoeuvres with Model Soldiers. (British people routinely mis-spell words like maneuvers. They clearly do not understand nuances of the language.)  Nice for a start, but lacking. His second set in Battles with Model Soldiers were actually limited to model vehicles and artillery made by Airfix at the time. So it was on to other rules.


Somehow I had missed Charles Grant’s rules at the time. I did not get a set until almost 20 years ago. Needless to say, I liked them instantly. There were a few bugs, but for the most part, they were excellent. Granted that the original rules were a bit spare, insofar as they only covered a few vehicles in the last year of the War. Extrapolating values for other vehicles and guns was relatively easy. The rules themselves were practical and allowed for a fun game without a lot of useless complexity.

One glitch was how Grant handled the differing armor on the sides and rear of a tank. I prefer a more realistic scenario: In mine, tanks hit frontally are judged by the full Defensive value for that particular vehicle. A side shot is given 2/3 the Defensive Value, and a rear shot is ½ the value.  This takes into account that tank drivers will try to minimize vulnerability insofar as the sides, so that 2/3 is more reasonable than ½. We have to take account of actual armor thickness and the way they were operated. My addition fits the real nature of armored vehicles.


When reading older works, be aware of the hobby situation at the time. There were fewer models available, and that includes vehicles, artillery and infantry. Airfix was the most common source for infantry and 1/76 scale tanks up until the early 1970s. Fujimi emerged around 1972 (that’s when I saw my first Fujimi kit - a King Tiger) Matchbox came a little later. ROCO had the largest line of tanks and had been imported into the US and UK since 1961.
Roskopf was out there, but was not as available in the US.

Everyone made a Sherman or two, Panzer IIIs and IVs, a Tiger, a panther and a T34. You could get them in 1/72 ( Hasegawa ), 1/76, 1/87 and 1/100.  Try to find a Nashorn, Hummel or M7 “priest” and you were out of luck. And while it was easy to get infantry for the major components, they still had not come out with the smaller contingents. You could find US, German and British infantry as well as paratroopers and Commandos, but it was a while before you could find a set of Cafones (Italians) or a Box o’ Bogans (Australians). Folks had to substitute, convert, or make do.

Then there were the “new” 1/285 scale tanks. What fun is wargaming when your tanks are half the size of N scale?

Wargaming itself was about to get cluttered. There were many sets of rules being published. Featherstone, Gygax, Scruby, Grant, Bath, Barker, Quarrie, and a host of others were churning out rule sets for a variety of eras and conflicts. By the mid-70s, there was a glut of rules. All you had to do was walk into the “new” Compleat Strategist and be overwhelmed by the available games and rules.

But I still prefer the old-school rules.

Hans und Panzer, Hans und Panzer Afrika Korps (1939 - 1943) and Krunch a Commie (Cold War ) contain updated Defense Values and Attack Values as well as Speed and Movement tables compatible with Grant’s Battle rules. They cover many of the tanks, other vehicles and anti-tank guns of their respective eras. These games are also compatible with each other.

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There are three subtle jokes included in the above article. Did you catch them?

Wednesday, May 16, 2018

Review: Wargaming Airborne Operations by Donald Featherstone,

Wargaming Airborne Operations.  by Donald Featherstone, copyright 1977 Kaye and Ward Ltd.
British Paratroopers, 1944

(A few months ago. I read “A Bridge Too Far” again. Two weeks ago, I saw the movie version again. Seeing a copy of Wargaming Airborne Operations offered, I bought it. Here is my review.)

American Paratrooper with Bazooka
I just finished reading Donald Featherstone’s Wargaming Airborne Operations. It is quite a read - 249 pages. Over 3/4 of the book covers the history, equipment and tactics of airborne operations. That includes coverage of Airborne operations by both sides in World War II. Less than 1/4 is the wargaming ,with advice on everything from troop scale to simulating airdrops. Be advised that this is not a hard-and-fast set of rules. Much is offered as suggestions for further development by the individual wargamer.

One thing is for sure: when you finish reading Wargaming Airborne Operations, you will have a good feel for airborne missions. Featherstone did excellent research into the subject. There is good information on the troops, their equipment and their weapons. Also explained are the types of aircraft and the role of pathfinders and supply drops.

The next part of the book discusses various airborne operations in World War II. It covers small operations as well as Market Garden (Arnhem) and Crete. In one section, Crete and Arnhem are explained in some depth, accompanied by wargame photos.
German Paratroopers

The wargaming section covers everything from movement to firing. It also offers several innovative (and some quaint) ways to simulate parachute drops and glider landings. There are also charts for armored vehicles and the penetrating power of anti-rank guns. This is all “old school” wargaming. It is very straightforward.

The wargaming section is not a cut-and-dried set of rules, however. Many things are suggestions aimed at experienced wargamers. Among these are “Chance Cards’ and “Military Possibilities” which add some of the unpredictable facts or war.

The end includes appendices. One described the structure of German, British and Americans Airborne formations. Another is a brief discourse on realistic battle fields. The last covers sources of miniatures and gear. Several of these no longer exist.

Personally, I enjoyed Wargaming Airborne Operations. It was very informative and certainly made the idea of airborne wargaming more appealing. It gave me new respect for the dangers and difficulties of conducting Airborne operations. I like the fact that the rules can be used with HO, and 1/72 scale troops and vehicles. (Call it what you will, but I was never interested in wargaming with 1/300 scale micro tanks.)

Wargaming Airborne Operations gives a lot of historical information and presents rules that work well with old school wargaming.. Informative and enjoyable, the book will give you insight into the hazards of airborne warfare. A great addition to the wargames library.
Paratroopers in C47 Airplane

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British Paratroopers by Airfix (courtesy of Timothy Hall)
Though I have read of World War II airborne operations in the past, I never read of them together. Wargaming Airborne Operations covers German, US and UK operations one after another. It gives a person a lot of perspective about the vulnerability and dangers of airborne missions. One of the first things that becomes obvious is the high percentage of casualties. Many troops do not make it to their drop zones due to antiaircraft fire. Those that make it face other hazard, from being dropped in the wrong place to landing on an alert enemy.
German Paratroopers by Airfix (courtesy of Timothy Hall)

Airborne operations are risky. In World War II, they were dangerous and resulted in high casualty rates. Everything from falling in lakes to catching anti-aircraft fire made parachuting I get the impression that these kind of missions were often Pyrrhic victories. The training, discipline and leadership of airborne troops have to be intense.


Friday, May 4, 2018

Making Sense of Wargame Small Scales

Minifigs English Civil War figures, 25mm

Aside from the  plastic figure scales mentioned in a previous article, classic wargame figures have been measured in millimeters. There are N - 12mm, 15mm, 20mm, 25mm, 28.8mm, 30mm, 40mm and 42mm. These were the supposed height of a scale figures representing a 6-foot man.

These measurements were not absolute. There was  controversy. Back in the 70s, some makers measured from bottom of foot to top of head. Some measured from the bottom of the base. Others measured to the top of the headgear rather than the head itself. Lack of a standard caused a lot of confusion. One of the common lamest was how one company’s 25mm looked like another’s 30mm, and vice versa.

So-called 20mm scale is actually HO. It is covered in a previous article. (Click here for article:  http://thortrains.blogspot.com/2018/05/small-scale-measurements-simplified.html)

I am including 45mm because it has become popular with toy soldier gamers. Many of the Chinese clones of plastic figures run small, and 45mm has become common as a result. The recast Marx Army Training Set and old Payton figures are 45mm scale.

Some wargame scales equate with model kit and model railroading scales. For all intents and purposes, 25mm = 1/72 scale. 28mm = 1/64 (S Gauge for trains) 30mm = 1/60 scale  40mm = 1/45  scale (German O scale) 42mm = 1/43.1 (British O scale). 45mm = 1/40 (The scale of the old Renwal / Revell military models).

Here is a breakdown of the scales and the size of one scale foot:

N 2mm = 1 scale foot   A 6 foot man is 12mm, or ½ inch tall
15mm 2.5mm = 1 scale foot   A 6 foot man is 15mm tall
25mm  4.3mm = 1 scale foot  A 6 foot man is 25mm tall
28 (28.8) 4.8 mm = 1 scale foot   A 6 foot man is 28.8mm tall
30mm  5mm = 1 scale foot    A 6 foot man is 30mm tall
40mm 6.66mm = 1 scale foot   A 6 foot man is 40mm tall
42mm - 7mm = 1 scale foot    A 6 foot man is 42mm tall
45mm - 7.5mm = 1 scale foot A 6 foot man is 45mm tall

The difference between 28.8mm and 30mm is a mere 1.2 mm. These scales are often intermixed. Likewise, 40mm and 42mm have a difference of 2mm. They are often used interchangeably. 25mm is 4,2 mm different from 28.8mm and 5mm from 30mm. The difference between N and 15mm is 3mm.

Minifigs English Civil War figures, 25mm


A 10-foot vehicle

Let us consider the actual length of a vehicle that is ten scale feet long. Here we see the differences in size clearly.

N - 20mm, Between 3/4 and 7/8 inch
15mm - 25mm. about 1 inch
25mm - 43mm.  1 inch and 3/4 inch
28.8mm 48mm A little more than 1 and 7/8 inches
30mm - 50mm. Almost 2 inches
40mm  - 66mm  2 and 9/16 inches
42mm - 70mm 2 and 7/8 inches
45mm - 75mm - 1.2mm shy of 3 inches

A 40-foot platform

The 40 foot boxcar is one of the standard sizes for model railroading. Consider a 40 foot platform in wargame scales.

N - 80mm - 3 and 3/16 inches
15mm - 100mm - almost 4 inches
25mm - 172mm About 4 and 7/8 inches
28.8mm - 192mm 7 and ½ inches
30mm - 200 mm About 7 and 7/8 inches
40mm - 264mm 10 and ½ inches
42mm - 280mm 11 and 1/16 inches
45mm - 300mm - 4.8mm shy of 12 inches

Minifigs English Civil War figures, 25mm
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If you would like European-style paper house kits scalable for 25mm to 40mm (one is pictured with Minifigs soldiers). click here: http://www.thortrains.net/wargame/download.html

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The main problem with wargame figures is that they are often disproportionate. The heads and hands may be too large. Good, proportionate figures can be used for trackside scenery.

25mm to 30mm figures are scaled about right for use with S scale and Marx O27 “scale” models. The 28.8 and 30mm figures approximate 3/16" to the scale foot. 25mm can be used for shorter people.

40mm are close to 1/48. (A 6 foot man in 1/48 is 38.1 mm, which is 1 and ½ inch.) The difference is 1.9mm.

15mm is TT scale.  TT is popular in Eastern Europe. For instance, TT World War II German Infantry would be scaled right for the old German Reichsbahn. I have seen these trains in TT, made by an East German firm.

Solido and Verem vehicles run about 1/50. For wargaming, they look good with 40mm, 42mm and 45mm figures.

At least one wargame makers has been using 28.8 figures with 1/56 armor. 1/56 is about halfway between 1/48 and 1/64.  A 6' figure in 1/56 would actually be about 34mm tall. Most semi- scale O gauge freight cars run about 1/56 in size. Full 1/48 scale boxcars are notably larger.

Again, one maker’s 25mm might be another’s 30mm. For example, I remember the old Stan Johansen Samurai from the 70s. He insisted they were 30mm, but most folks considered them to be 35mm

Tuesday, August 15, 2017

Shambattle: Classic Toy Soldiers Game

Shambattle?

H.G. Wells’ book “Little Wars” is considered the cornerstone from which wargaming developed. I first came across a reprint of it in the early 1970s. Wells’ game is simple and rational in design. He obviously wrote it for the toy soldiers of his day. The game is based on classic warfare from the late 19th Century. “Little Wars” requires firing spring-loaded cannons at the troops.

In 1929, an Army Lieutenant named Harry G. Dowdall was stationed on Governor’s Island in New York Harbor. Dowdall concocted a game of his own for toy soldiers. The game eliminated the actual firing of guns. In collaboration with a fellow named John H. Gleason, Lt. Dowdall published the rules in a book entitled Shambattle: How to Play with Toy Soldiers.

Apprised of the book, I decided to obtain a copy. It is expensive on the second-hand market. However, I found a copy relatively cheap, mainly because it was missing a couple of pages. No problem. A fellow hobbyists sent me copies of the missing pages.

Shambattle was presented in three levels: Lieutenant, Captain and General. They depict the game in increasing levels of complexity. The rules use a 3 by 5 foot area with towns, a river, bridges and other terrain. Movement is simple, too. The games uses a 6-inch long movement stick. Rules include medics and fire from a cannon and machine guns. Combat can be resolved by the flip of a penny, roll of the dice or a spinner.

Shambattle is played on a map.

Scenery is drawn. One does not need special scenery. Towns, rivers, woods and swamps are simple drawings on which the soldiers maneuver.

Shambattle is quaint. Its major flaw is that the roll of the dice decided everything. Victory was more luck than strategy. The book itself is ponderous to read.

.Shambattle was written when most armies still had horse cavalry. There are no concessions made to armored vehicles. Everything is at the speed of horses and men. It is a game of infantry and cavalry. Judging by pictures in the book, it was meant for the traditional toy soldiers that were popular at the time.

The basic system of movement and terrain is good for games in limited space. Resolving combat left a few things to be desired in the original game. Nonetheless, Shambattle is a good game for budding wargamers. Children can easily learn the basics of toy battles in a format that is relatively simple and lots of fun.

Unlike Little Wars, you can play Shambattle without worrying about damaging your favorite figures!

I saw the potential of the game and decided to write an version that was easier to understand. I also added an optional rule that changes the game from random dice rolls to strategy. Another improvement was a better way to use the movement stick. This newer work is entitled Shambattle: A Game for Old Fashioned Toy Soldiers.

The game also had potential for other toy figures. I devised two other versions based on Shambattle: Knightly Fightly for medieval figures, and Wild West Shambattle for Cowboys & Indians.

The movement and terrain system of Shambattle was a good start. A little innovation and adaptation make it useful for modern skirmish games. With a little effort, it was refined and improved for the OMOG series of skirmish games. Shambattle was also the basis for two “Spy Agent” games made about ten years ago.


There is a Shambattle and OMOG toy soldier games discussion on Facebook at 

https://www.facebook.com/groups/shambattle/

Please Share!

You can obtain a reprint of the original Shambattle: How to Play with Toy Soldiers and the other Shambattle rules here:

http://www.thortrains.net/milihistriot/subs.html

You can download free copies of OMOG and other games. OMOG games use a movement system inspired by Shambattle

http://www.thortrains.net/milihistriot/downloads.html

and

http://www.thortrains.net/armymen/sandygme.htm


You can find free Shambattle paper soldiers here:

http://www.thortrains.net/shambattle/shamsoldiers.htm


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Anomalous Soldiers

Most of the toy soldier illustrations in the original Shambattle depict figures common to makers like Britains, Johillco and Lone Star. One particular illustration baffled me. At that time, none of the English makers produced a figure quite like the fellow in tin helmet charging with bayonet. I figured it was just some artistic license on the part of the illustrator. 

Wrong! 


I came across these tin fellows who were almost exactly posed like the illustration. They were made by Theodore Hahn, a company that had a small range of soldiers produced between 1921 and 1927. They operated out of 16-18 Hopkins Ave in Jersey City. The building is still there.

Along with common doughboys, Hahn made a few figures with swivel arms like Britains as well as mounted soldiers. The doughboys were painted as shown ,or with red pants and either blue or green jackets and helmets..Blue soldiers were supposed to represent French troops. Green ones were just an uncertain “foreign” army. 

One anomaly: bases are often marked "France." It is assumed that the molds may have been acquired from France.

Here are some pictures: