Monday, 20 January 2014

Progress...

Well it is the new year and I am committed to trying to keep my progress on my troops more regular, I have finished a UH-1 and 2 AH1s. Next is to finish a harrier and building, then painting a Bronco and my air support will almost be finished.
The LAV company is almost complete, it has been extended to include a mortar variant and a command variant. The Heavy Weapons company is done as well.....next is to add stowage to the LVTP7s. I need to paint the dismounted version's of the heavy weapons platoon..ie: 2 TOW launcers, a 0.50cal and AGL. Then once the M1s are painted the USMC force will essentially be finished... I have weakened and brought M551s so I can extend the forces to cover the airbourne forces in the gulf....and lastly I have a pile of Bradleys, M901s and some support troops to cover the regular army.

Next 2 big projects....first up is my terrain that is coming together slowly. Buildings are the go at the moment (they and the road network are from gameCraft in the US). Lastly is the Iraqi army....2 fold benefits for this. I can game against Clive's Iranians and of course against the marines. I took advantage of the "Stopping the Red Tide" deal at QRF so have a pile of T72s and support and I got a bundle of BMP1s from Old Glory....

I took some shots of a game on the weekend of my USMC defending against Clive's Iranians. We keep tweaking the rules further to try and speed the game up....not 100% successful but we keep trying!



4 comments:

  1. Hi,

    When you say you're still tweaking the rules are you still using CWC and are you trying to speed things up to get a quicker game or to be able to use more figures in the same amount of time?

    I do like what you've done with your USMC.

    Thanks

    Cheers
    Richard

    ReplyDelete
  2. Hi Richard, we have been using CWC but we have increased all ranges, movement etc by 50%. Moving faster and shooting further means the action starts sooner! Moving infantry at 10cm per turn takes forever!!!! Generally movement is restricted by your opponent and/or terrain so no need to be shy with movement!
    We have also been trying recovery of hits rather than taking them off each turn automatically, use the morale on p55 and you must roll under the morale to remove a hit. You can never remove the last hit though...

    Our new tweak was to allow every unit a movement action without dicing. If they want to shoot then they dice as normal, when they go to do a second action they count the free move as minus 1. We found that if you are unlucky you can not move at all or such cases where APCs get shot at then you can spend several moves of inactivity (if you are unlucky with the dice)...this way they can disperse and/or de-bus!

    We have lots of troops, normally around 4-5000pts and struggle to conclude a result after 4 hours.

    ReplyDelete
    Replies
    1. Thanks for explaining what you're doing. I don't remove the hits at all these days which does speed things up once the shooting starts however I have been thinking about using some of the ARV models I have for removing hits from vehicles (except for the last hit). Removing hits from infantry might be done by the use of a medic figure (or in my case a 6mm armoured ambulance)? Perhaps limiting the number of hits you can remove by the above methods would speed things up by reducing the amount of rolling to be done?

      I agree about the infantry having played a pure infantry game the other week, it didn't help that I set them up too far apart then had to restart things closer to the objective.......

      Cheers

      Richard

      Delete
  3. Lovely looking game!

    I've been toying with the idea of using hits stay on for vehicles, and come off for infantry - really makes infantry useful, and means you have to be careful with your tanks.

    ReplyDelete