Showing posts with label Rommel. Show all posts
Showing posts with label Rommel. Show all posts

Wednesday, 6 November 2024

Eisenhower: reviews, toys, basing and grid sizes

My 10mm WW2 armies may yet get an outing.
I was expecting a little more reaction to Sam Mustafa's Eisenhower, but perhaps it's early days. The most significant coverage I've seen to date is this excellent Storm of Steel walkthrough on YouTube.

Eisenhower is such a high level game that model playing pieces are token in the extreme. But toys do add a bit of atmosphere and attract other players.

Discounting my 28mm Ardennes and 15mm Stalingrad armies (which have few AFVs), I have two potential sets of toys.

I have painted (but never used) 10mm Normandy armies, and I have the 3mm Battle of France armies I bought for Sam Mustafa's Rommel but which are still in their packets.

The 10mm Normandy vehicles are on 30mm x 60mm bases and the infantry on 30mm x 30mm bases which will fit 3-abreast in 4" squares.

If I get round to the 3mm armies, I'll put the AFVs 3-up on 40mm x 30mm bases, which will also fit 4" squares (2-up and 1-back). I thought about mounting them singly and using even smaller squares, but 3mm doesn't have a lot going for it unless based dioramically.

As regards scenery, I'll take a similar approach to what I did for Blucher. That is very flat scenery which the bases can sit on. It will be more-or-less in scale for 3mm but not for 10mm!

Not being a great hardware expert or rivet counter, I have to say it's very refreshing to be sorting out 'basic' armour and infantry without having to go into too much organizational detail.

Painting 3mm gear will also be quicker and easier than larger scales, and probably my preferred way forward were I to expand into other campaigns.

Friday, 4 October 2024

Eisenhower vs Rommel

I haven't had time to keep up this blog or to do any painting, but I am still gaming reasonably regularly. I may summarise my activities at the end of the year.

The reason for breaking radio silence now is that I've just purchased Sam Mustafa's Eisenhower, a high-level (1 base = 1 battalion) WW2 game. This looks like the game Rommel was supposed to be before it was (allegedly) hijacked by playtesters and pushed in a more tactical direction.

Notwithstanding my huge respect for Sam as an imaginative game-designer and eloquent rule-writer, I was hugely disappointed with Rommel. I've written enough about that, so I won't say anything more.

It may be a few months before I get to play Eisenhower, so I'm not going to review it. Sam's explanatory videos  capture the main character of the game. It's described as a miniatures game but that's abstract in the extreme. I quite like using models even at this very token level but I'm probably going to approach it as a boardgame so as not to raise any false expectations amongst potential fellow players.

Some will feel that this level of game lacks flavour. For me the flavour lies in historical scenarios. I wouldn't use it for pickup games, except as a learning exercise.

I've already expressed, in relation to Rommel, the reasons for favouring this sort of game. They still apply, so getting the game was a no brainer. 

 I might have had reservations about possible lack of scenarios and needing to write my own, but at this level it should be much easier than for Rommel.

Wednesday, 25 September 2019

Further thoughts on Rommel

Rommel: End of the road...
Further to my last post, Little Wars TV also have a pretty astute review of Rommel here. They note the difficulty of adding historical flavour to a high level game, and see the Tactics in Rommel as Sam Mustafa’s way of providing it. Unfortunately, Tactics give players so much choice that they begin to slow an otherwise fast-moving game.

Sam’s decision to make the basic unit a company rather than a battalion was in my opinion extremely disappointing. The companies are little more than strength markers. They require you to have lots of stands, and they limit your ability to play large battles.

In LWTV’s D-Day game they took things up a level so the companies became battalions. You can get the scenario and the rule revisions under 'Free Stuff' once you have signed up. As you will see, the changes required were absolutely minimal and are contained in just a few sentences.

Notwithstanding the attraction of this option I remain unmotivated for a number of other reasons.

(1) IMO the success of high-level rules depends as much on the availability of historical scenarios as it does on the rules themselves. Sam Mustafa has not provided many scenarios for Rommel, relying instead on players to produce their own.

(2) Sam's publishing venture, Honour, used to have a proper forum where scenarios could be presented and rules discussed, but this was subsequently replaced by a private Facebook group, another bad decision and a complete barrier to anyone who doesn’t want any FB involvement.

So here we have a game that has failed to attract any other local champions, is only half done because it lacks scenarios, is effectively unsupported unless you want to surrender your life to Facebook, and would be better played at a totally different level from the one intended.

It looked full of promise, but those negatives just stack up in a crushingly large heap. If there was a local group of people keen to pursue it I’d give it another go, but I don’t have the energy and don’t see the point of going out on a limb when there are so many easier avenues to pursue.

What I’m looking out for now is a much higher, Operational level, game but as far as I'm concerned, it must come with a range of ready-made scenarios to attract my commitment.

Sunday, 22 September 2019

D-Day with Rommel

My interest in Rommel nose-dived after I failed to get buy-in from other gamers and it has since fallen off even the back burner. However, a reader of this blog, Emjenic, suggsted my fellow gamers should take a look at the Rommel D-Day game on Little Wars TV. Here is one of the episodes.



I was excited to see this and thought it was an exceptionally good subject for Rommel. The game also looks particularly good. While I have a lot of other things to be going on with for now, it has made me think I should give Rommel another go.

Monday, 1 January 2018

2018 Interests

Talking of 'plans' seems a little too optimistic after last year's meagre achievements, so I'm just going to use the word 'interests' to describe this year's possible areas of activity.

Bac Ninh Byakkotai
The Men Who Would be Kings

I'm still building up my 28mm Anglo-Zulu War forces for The Men Who Would Be Kings as fast as I can see and buy them second-hand, and I'm also looking out for Egyptians for the Urabi Revolt and Pathans.

Quite a few of the Zulus I've acquired have been in groups of about 16 and painted with different shield colours, so they have very readily been organised into TMWWBK tribal units.

With my last purchase of the year I now have enough figures to field 6 Zulu and 4 British units, but I'd also like to acquire some mounted figures and some Natal Native Contingent.

Doing the Anglo-Zulu War wasn't originally my first preference, but it seems to be the most popular Colonial subject and therefore the easiest to collect second-hand.

In keeping with my enthusiasm for the offbeat, I've also been looking at the Boshin War - the civil war in Japan  between  the Tokugawa Shogunate and the Imperial Court (1868-1869). The war featured an interesting mix of modern, Westernised, forces and traditional but unarmoured Samurai using archaic weapons. Some very characterful 28mm figures are available from Bac Ninh Miniatures but the range is currently lacking in the more archaic types.

Rommel

I should of course focus on painting my recently acquired 3mm armies for Rommel, but I have to confess that TMWWBK is currently consuming the time available and will probably make for a more readily doable and popular club game.


Chain of Command by
TooFatLardies
Chain of Command

I've hardly mentioned them before, but I also have some 28mm WW2 figures and die-cast tanks for the Ardennes campaign. I got as far as undercoating the figures and making some snowy scenery but that was a few years ago. Recently I noticed the Chain of Command WW2 skirmish rules so these armies might get pulled out of the lead mountain. CoC is very interesting and innovative, but it seems to require quite a learning investment.


The Battle of Sablat (Záblatí), 10 June 1619
The Thirty Years War

The Thirty Years War continues to haunt my imagination - periodically - but I've made no final decisions about rules or scales. Amongst other things I'm currently waiting to see the pike-and-shot version of Twilight of the Sun King and I might knock out some counters or blocks for temporary use to try out various options.

Tuesday, 31 October 2017

Rommel: the Brevity scenario

British left, Axis right. Italians are forward on the
objectives. On-table Germans are in the back row.
The third Italian objective is just out of the picture
at the top. Scenery was highly improvised!
I got my first chance to set up a game of Rommel on the tabletop. It was the  scenario for Operation Brevity, a limited British offensive against Axis forces in North Africa in May 1941. 

Actually, it wasn't so much of a competitive game as a collaborative exploration of the rules, at least to start with. We worked together on the initial Axis deployment. My collaborator, Chris, then set up the British based on their historical deployment. 

Although it wasn't my original intention for us to adopt sides, Chris effectively assumed control of the British while I started making decisions for the Axis.

The British close in on the vulnerable
central objective. It is quickly overrun.
In  the scenario, as in historical reality, the British make a strong showing at the beginning before German reinforcements arrive.

Some German forces are deployed on the back row while others arrive in a later turn (but we didn't get that far). The Italians can be deployed forward to  hold the objectives.

Deployment is very straightforward, but it all feels a little different if you're not used to playing many grid games.


Stalemate on the Axis right.
In our very short game the British soon captured the central Italian-held objective and seriously depleted the Italian forces guarding the town. The struggle for the other Axis objective was a stalemate. 

A counterattack by the German forces already on-table was only partially successful. Had the game continued I think it would have swirled around with both sides threatened by isolation. We completed three moves but didn't have time to pursue the game further. At this point the Axis line seemed very thin indeed. Although this is an introductory scenario, it's an interesting one and should repay playing with different strategies. 

The counter-attack by the on-table German units.
Reading rules is one thing: actually playing a game on the tabletop is another. I hadn't really absorbed the rules properly and we relied on the QRS, whatever I could recollect  and whatever we had to time to look up properly. We didn't get everything right (crucially we neglected to tip retreating attackers) but it was a good start. By the end I felt there probably wasn't a lot more to learn for the basic game and that when everything is learnt, the turns will be playable very quickly, leaving maximum time and energy for play rather than rule referral.

Steven Thomas' Balagan blog recently reviewed a range of Operational-level games that predated Rommel. By  his definition Rommel would not count as an Operational game because the basic unit is a company. 


The town (Sollum) was a hot spot. The defenders
  are critically worn down and destined to shatter.
However, the game is very highly abstracted and certainly  feels Operational. You have to second-guess your opponent with the selection of events and tactics which are pieces of narrative on cards rather than emanating from the position of lead castings, companies are concentrated to apply pressure and combat is attritional. Fights certainly grind to a conclusion over several turns but there are no knockout blows.

My collaborator judged the game to be complicated in comparison with Sam Mustafa's Bluecher and although he considered it realistic he didn't warm to its attritional nature which he found unexciting. Each to his own.

Now for some of the physical practicalities. 

 Deep-Cut Studio gridded meadow mat from
BigRedBat.
1. My tabletop consisted of 1 ft square cork tiles with little Go counters at their centres to remind players this was a 6" grid. It was OK but still required a degree of mental adjustment. I really felt it would be better to have clearly defined 6" squares with edge lines and I've since ordered the Deep-Cut Studio gridded meadow mat from BigRedBat for use with my 10mm armies.

2. The unit cards don't provide the immediate visual clue given by models and can be awkward to pick up without long nails. If used as game counters they need to be based on MDF.

3. Command Post cards are, I believe, a big improvement on the Command Post sheets but can again be fiddly. This isn't just a question of size but more importantly a result of being printed on ordinary card stock. Proper playing cards are coated and glossy and slide off each other easily.

4. Tipping didn't actually lead to any ambiguity in the game but I think it might. Players naturally want to point attacking units towards their targets. Keeping them perpendicular, unless tipped, feels too much like a boardgame. In future I think I will use markers to indicate tipped.

5. In addition to the D6s used for Ops, I must remember to pack two D6 of another type for combat resolution.

Saturday, 21 October 2017

Rommel: Command Post Cards

Customised French Command Post
cards for Hannut scenario.
Rommel uses a 'Command Post' somewhat reminiscent of the planning board in Saga. It gradually fills up with dice to mark the events and tactics used until the whole board is optionally reset.

This is (a) an accident waiting to happen, and (b) difficult for secret selection of tactics, so some players are planning to substitute cards.

As I'd already started a database to generate unit cards, I was in the mood to develop functionality for managing CP cards as well.

This approach is also very convenient for dropping CP items you don't want or adding custom items for specific scenarios.

Database screenshot. Rough and ready but
functionally adequate.
In each CP 'pack' I've also included blank cards so the opposing player doesn't know if you're actually selecting a tactic or not. The cards are discarded when used, unique events for the rest of the game, and others until the CP is reset.

There are, of course, other ways of generating unit and CP cards. Databases require some 'professional' knowledge and more upfront investment but soon pay off on reuse.

Thursday, 12 October 2017

Hannut scenario for Rommel

I haven't even played a game of Rommel yet but I have helped to draft an historical scenario, a demonstration of chutzpah that even I find a little embarrassing! It's based on the Battle of Hannut in May 1940.

It all started with the need to decide what to buy and paint in the model area, but with the encouragement and substantial input from RobH this curiosity grew into a draft scenario.

It's a work in progress. You can download all the current files here and follow discussion on the Rommel board of the Honour forum here.

It basically reflects our best attempt to create an historically based map, historical OOBs (mostly the work of Rob) and the historical circumstances. The scenario is completely untested for game balance but we have some ideas in reserve.

Given a map, OOBs and some understanding of a battle, designing a Rommel scenario is straightforward if a little fiddly. Using generic OOBs would have been a lot more straightforward but I have absolutely no regrets about going historical in the detail.

Besides the historical research and game-creation  aspects, this project has also involved resuscitation of graphic and database skills, the latter being utilised to create a set of unit cards. I don't have much free time during the day but insomnia is a great aid to productivity.

Sunday, 24 September 2017

Hotz mat for Rommel

Hotz felt mat straight out of the bag. The creases will settle.
I recently received delivery of a Hotz ArtWorks 'Enhanced European Fields' game mat for Rommel. It arrived in the UK from the USA only eight days after ordering - the usual great service and great quality.

It measures 72" x 46" and has 4" hexes arranged 18 x 12. It will serve as a less heavy, less bulky alternative to Hexon for club games. I could have gone for squares but consistency will make it easier to get used to the game and I will be able to use Hexon hills and my planned hex BUAs and hex woods etc.

The 4" hexes are principally for my forthcoming 3mm armies, but my 10mm armies on 30mm wide bases will also fit.

Thursday, 14 September 2017

Rommel: Maximum base sizes for 4" hexes?

I thought I'd better test my 40mm square basing idea more rigorously in order to ensure there is enough wiggle room when the surrounding hexes are occupied.

These are actually 40mm x 25mm bases which were surplus from another project. I'm not intending to use these as they don't have enough depth. When more than one Company occupies a hex and they attack a neighbouring hex they can easily be placed in column and pushed across the hex edge to distinguish them from non-attacking companies. There is plenty of room.

40mm x 30mm bases. Still enough room IMO.

40mm x 40mm. These are too crowded.
That conclusively establishes that if using Hexon I need to aim for 40mm x 30mm bases for optimum effect. Now the bases...


40mm x 30mm steel, 40mm x 25mm MDF. The exposed steel area on the back is for mounting a removable magnetic plastic or other label. The MDF is the old mechanically-cut variety. I would now of course use laser-cut MDF.

Saturday, 9 September 2017

3mm hex terrain for Rommel

My epic indecision about what base sizes and grids to use for Rommel has come down to a trade-off between the attraction of multiple vehicles on big bases with a 6" square grid versus the attraction of using Hexon with necessarily smaller model bases possibly featuring only one or two vehicles.

Other than the Hexon itself, the game requires BUAs, woods, bocage, soft ground and rivers. In this post I am looking at BUAs and woods.

The heading picture (top right) shows a mock-up of a 4" hex BUA using a Hexon forest template and some Brigade Models 2mm buildings from the English Village and Terrace sets. I think these are fine for Belgium but Northern France and Low Countries sets are planned and those will be even better. The buildings are roughly the same height and the bases will sit on top of them when the hex is occupied. If I add taller buildings like churches and factory chimneys, these will have to go at the centre or close to the edges. The 4" hex is economical on buildings and looks 'neat' IMO.

For contrast, the next picture shows a 6" square with a very Roman street pattern. It requires quite a few more buildings and doesn't look very organic. Perhaps I could have arranged the buildings more imaginatively, but there is an inevitable tendency for squareness to beget squareness. Put a few of these on the table and it begins to look like a chess board. Of course, you don't have to make the towns square just because they fit into a square, but given that I will be placing the units on top I need to have the areas filled to give even support.

Finally, we have a mock-up of a hex wood using Woodland Scenics Underbrush of various different colours.

I think the combination of these pieces with Hexon flocked tiles will begin to look quite realistic in a hexed sort of way.

Although using smaller model bases is disappointing, I think the game will look good overall. It also provides a very fitting purpose for all that Hexon I've accumulated...

Friday, 8 September 2017

Rommel: 6" grid or Hexon?

40mm square bases on Hexon hexes
I like the aesthetic of depicting a whole platoon of 3mm miniatures on a large base, but I'm still weighing up the practicalities. I now have the rules in my hands thanks to Caliver Books and I got a PDF copy as well for study when I am out and about. I see the conversion to hexes in the Advanced Rules is straightforward, or, at least, left to the player.

It prevents use only of the 'Gaps in his Lines' rule, but Peter Hunt (Bertie on TMP) has suggested the following: "We just made it that if a unit is in the ZOC of two enemy held hexes it cannot move into a vacant hex that is in the ZOCs of those same two enemy held hexes unless it is using "Gaps in his Lines." So you can use the rule for what is intended: going around or through a loosely held enemy line."

So what are the pros and cons of switching from the default 6" grid to 4" Hexon hexes?  First the pros:
  • I already have Hexon (including hills) and thus a ready-made battlefield. Rivers are easy to add on the hex edges using felt strips.
  • It would allow me to use a much more compact playing area or play a much larger game in the same space.
  • Hexes look less grid-like than squares and this carries through into the shape of BUAs, wooded areas and river courses.
  • Hexon is going to look better than any alternatives I'm likely to end up with.
  • BUAs would require much fewer buildings.
  • Smaller (40mm wide) unit bases would be more compact to store and transport.
  • Hexes eliminate the distance distortion on the diagonal which could affect artillery in large games.
The cons:
  • There would be a loss of aesthetic appeal to the unit bases. The AFVs would be and look closer when going head-to-head.
  • Full platoons would be a bit overcrowded on a 40mm wide base, but not impossible.
  • Hexon is bulky and heavy but when needed I would have the option of substituting a 4" hex cloth like the European Fields one from Hotz. Another cloth would give me a desert option.
Anyway, I don't have to decide now. My first game will be with counters and then my existing 10mm armies.

Thursday, 24 August 2017

10mm Normandy armies for Rommel

My 10mm WW2 Normandy armies were collected, organised and painted for Spearhead  quite a few years ago, but have never left their boxes for a game. The prospect of coping with all the different sorts of hardware has somewhat inhibited my WW2 wargaming (except for Crossfire).

The imminent appearance of Sam Mustafa's Rommel has given them a purpose in life. So I decided to photograph all of them for the first time in order to review what I have and what I would need to get if I want to deploy proper painted armies.

British Shermans of various types

Yet more British Shermans

British Cromwells and armoured infantry

British leg infantry

German Panthers, Panzer IVs and Tigers

German armoured infantry

German leg infantry and transport
This looks like more than enough for a basic game, except for the absence of artillery which is not represented at the level for which the armies were originally organised. The armies predate my discovery of Pendraken and consist mainly of Minifigs and Pithead Miniatures when they first produced stuff in resin.

Friday, 4 August 2017

3mm minis for Rommel Part 2

Any intentions that I declare in this blog should never be taken too seriously. When it comes to wargaming I often change my mind or fail to pursue things!

Original 60mm x 60mm bases
It occurred to me that the infantry stand shown in the last post had enough Laffly trucks to carry 30 men but only 10 men were depicted on the base! There isn’t room to add another 20 figures, so it would seem sensible to reduce the trucks to just one, thus making the vignette more realistic. This would create an anomaly in that the tanks would be a platoon while the infantry would be only a section. Is that something to lose sleep over though? I also thought of mounting all artillery in pairs so that SPGs could be readily distinguished from tanks (mounted in threes).

40mm x 40mm bases
Before making any final commitment to a particular base size, I thought I’d better revisit 40mm x 40mm basing. This will allow use of a 4” grid or Hexon. It had always been my intention to use Hexon for a game like this. One of the main downsides is the smaller label which might be difficult to read in a dimly-lit wargames hall. I could increase the size of the label but then the base would be more cramped, especially if I start doing later war armies with bigger tanks. A relatively bigger label would also begin to overpower the models.

But there are pluses. A big advantage of a 4” grid rather than a 6” one is that I will need a lot less buildings to depict built up areas. This may be disappointing news for Brigade Models but there you are. I will be able to use my Hexon scenery of which I have quite a bit. I will be able to game at home with models. Bigger battles with models will be easier to accommodate on club nights. Storage will be more compact.

Rather empty 40mm x 40mm bases
The cheapskate option: single models rather than multiples. If the model is just an icon this approach is logical, and it’s what many people will be doing with 6mm models. It’s a possibility but with 3mm models it looks a bit thin. Don't take too much notice of the labels - the content is just filler for layout purposes. More specific identification of the hardware for future reference (not required for the game) will be on the underside of the bases. Thanks to advice on the Pendraken Forum, I would cover the labels with plastic film so the track could be marked off with a water-soluble pen and cleaned afterwards.

Wednesday, 2 August 2017

3mm minis for Rommel

With Sam Mustafa's forthcoming Rommel in mind, I finally got round to ordering some 3mm Oddzial Osmy minis which were very promptly supplied by Fighting 15s.

These are the first samples that I've actually been able to see at first hand and I am delighted by the crisp castings and the detail on the vehicles and even on the infantry. I won't necessarily be painting this detail but it's nice to know that it's there.

1940 French tanks, infantry and artillery.
While eagerly awaiting publication of the rules, I've been thinking a lot about the use of unit cards, rosters, and base labels (or some combination) to carry the unit data and damage track.

Unit data cards create table clutter but I find them very convenient in play. Rosters are straightforward but take your eye off the table. Base labels would need to be quite big and the tracking part would need to be replaced after each game or this would require some workaround.

A related question is how big to make the bases. After a considerable amount of thought I'm currently favouring 60mm x 50mm bases that will sit on cards. The cards will be 60mm x 60mm so that a 60mm x 10mm strip will exposed at the rear with essential data and the track. The cards will be expendable and different sets can be used for different scenarios etc.

The 60mm x 60mm bases would fit 2-up, 1-back on a 6" grid, and if I want to use a smaller grid at home or portray a very big battle I can just game with cards. If using models it's worth making them look good, and I think that big bases look best. The tanks, for example, are spread out more realistically. And while I'm only an average painter of models, I'm quite good at doing bases!

Friday, 14 July 2017

Sam Mustafa's Rommel

Erwin Rommel
As long-term readers of this blog may have noticed, I don't get much time for wargaming in the warmer months, and I've had even less time this year owing to pressure from other interests and commitments. I have, however, been keeping my hand in by exploring Great War Spearhead thanks to Robert Dunlop who has kindly been setting up games and teaching me the rules.

I haven't, however, been pursuing anything on my own initiative until I was recently reminded of Rommel, Sam Mustafa's forthcoming set of WW2 grand-tactical rules. Sam's reputation for analytical logic and extremely well-written, user-friendly rules is enough to persuade me to buy them as soon as they become available in the UK, but whether I will actually prefer them to Bloody Big World War Two Battles or any other alternatives will depend in large part on how well  they cover historical scenarios.

As I said previously, the appeal of the grand-tactical for me lies particularly in replaying historical battles. Having said that, Rommel has a neat army creation system for pickup games.

There are podcasts and downloads about the game on Sam's website. It's played on a grid of squares and doesn't need miniatures.  If using a 6' x 4' table the squares are 6", i.e. the grid is 12 x 8 squares. The game will also convert to hexes. Some will regard it as more of a boardgame but the approach suits me. I like grid games and the game can easily be tried out with cards or counters with the option of adding 3D toys and scenery later.

Four possible approaches have crossed my mind:

  1. Just use the unit data cards on an improvised grid which could be drawn onto butcher paper or just marked out with counters. This is the minimalist option, but should be perfectly adequate for playing purposes. 
  2. Make 30mm game counters and use them on a 3" or 4" grid or Hexon. This will make the game compact enough to fit a small table. (The grid squares need to be large enough to hold three bases which is the 'stacking' limit.)
  3. Use my 10mm Normandy armies on the default 6" grid. This will look like a proper game to people who think wargaming must involve miniatures. I would be short on artillery but can borrow some field-guns from my WW1 Square Bashing armies. 
  4. Raise some new 3mm armies for use on a 3", 4" or 6" grid or Hexon.

There's no point in using models unless they are aesthetically attractive. I've thought about / planned WW2 armies in 3mm for literally years. IMO AFVs are going to look best if mounted at least 3-up on reasonably wide bases, i. e. at least 40mm. That pushes the grid size and is probably too large for Hexon. Some of the grid squares also need to contain scenery, e.g. BUAs and woods, but I would make these fairly level so the stands can sit on top of them.