Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Monday, 20 July 2020

Hobby Update 19th July 2020

I have just finished off another group for my 15mm Twilight 2000 / Cold War project.  This time, it is a platoon of US infantry and an M113.

The M113 next to a previously painted LAV-25 (for colour matching)


US late Cold War infantry

And some more

With the basing stuff added

And more
I was reasonably pleased how these turned out.  Nice figures, easy to paint up.  They also match the Peter Pig guys I did last time.  I think the only thing I would like to add are some figures advancing with M60, and some troops with M21s to act as snipers.

I am not sure what I am going to do next, whether it will be more 15mm Cold War (British? German?), 15mm WW2 (Africa Korps?  Japanese?  or some 6mm WW2 stuff (given Baccus is closed for the moment, maybe some Russians from 2d6 Wargaming? Or some Polish from Irregular, or GHQ)? I don't really have anything very much to paint in the meantime...some from my pile of random 28mm stuff, perhaps.

Skirmish in Germany: A Fire Fight Playthrough

Because this is the Heretical Gaming blog, it is part of the service to do the odd and the wrong.  In this case, to revive the 80s modern skirmish combat ruleset written by Bruce Rea-Taylor, Fire Fight.


 The ruleset is aimed at small-scale infantry actions from any conflict after WW2, so I set up a small Cold War Gone Hot scenario to get things going.

It is around 0930 in the morning after the Cold War has turned hot.  Soviet elements are moving rapidly forward.  A couple of Motor Rifle units moving forward have noted a small building astride a road on their battalion boundary - each have sent forward a reconnaissance patrol to discover whether it is occupied or not.

Soviet Forces:

1st Section (Initiative 3)
NCO w/AKM (Leadership 7)
1 NCO w/AKM (Leadership 3)
2 Ptes w/AKM
1 Pte w/RPG and Makarov
1 Pte w/RPK
1 Pte w/AKM & BG17


2nd Section (Initiative 2)
NCO w/AKM (Leadership 7)
1 NCO w/AKM (Leadership 3)
2 Ptes w/AKM
1 Pte w/RPG and Makarov
1 Pte w/RPK
1 Pte w/AKM & BG17

American Forces:

Squad (Initiative 4)
NCO w/M16 (Leadership 9)
1 NCO w/M16 (Leadership 5)
2 Ptes w/M16 & MAW
1 Pte w/M60
2 Ptes w/M16 & M203
3 Ptes w/M16
1 Humvee with .50Cal mounted

The US squad has put out a couple of pairs on watch, plus a sentry around the buildings watching the road.

The Set-Up:

A farm astride the road in the middle of some German woodland, between a few small hills

One of the OPs, surveying down from the hill

Most of the American squad is clustered around the Humvee; there is a sentry at the corner of the building (top-right); there is another two-man OP off-camera to the right.


One of the Soviet squads is entering from the top-right

And the other squad enters through the woods by the road

The Battle:




The first Soviet squad fails to spot the sentry or the pair on the hill (off-camera to the left); the sentry opens fire and kills the lead Soviet soldier

Try as he might, the Soviet sergeant cannot identify the source of the fire.


Other Soviet troops come up in support of their squad leader (in treeline)

Meanwhile, the second Soviet squad, hearing the fire, advances forward gingerly in the direction of the firing.


The sentry drops another Soviet!  The Soviets still cannot locate the sources of fire.  I didn't get an acceptable image of the next bit but the two-man team off to the left joined in, wounded the Soviet squad leader and that was it...

The remainder of the Soviet squad start running for safety

The second squad gets a bit closer - helped by the soldier bottom right trying to open fire...and getting a jam!

The M203 gunner (bottom) fires, places his grenade perfectly...and does precisely no damage; luckily for him, the return fire is equally ineffective

However, a combination of fire from four US soldiers drops the first two Soviet soldiers


The second Soviet squad feeling equally overmatched, runs back...

...and makes their escape
Game Notes:
Reasonably short and sweet game, but quite interesting nonetheless.   The Soviets were very unlucky, they just kept on failing their observation rolls! The American shooting was reasonably accurate too, so a pretty hard day at the office for the Sovs.
Whenever I have read these rules, I expected a total horror of a game, but they did work quite well in practice.  I am not going to definitively say that they work in a certain way, because there is a reasonably high chance I have misunderstood some key concepts, but as far as I know...
The main mechanic in the game is a chit pull for initiative.  Each squad gets a number of chits equal to its initiative and then they get pulled out of a cup one by one.  Then, leaders in the relevant squad can activate themselves and others to do stuff.  Each activated soldier gets 4 action points to "do stuff", including move, observe, fire etc.  Better leaders get to activate more soldiers in one go, although they do have to be quite close to the leader (within 25m or so, or lower if out of sight or being under effective fire).  There are some reasonably detailed observation rules (which is good), and they make visibility very important (better), but the rules feel a bit under-written and under-tested in some areas, particularly in how they interact with soldiers who are out-of-command.  The firing rules seem complicated, but that is because key information is spread out through the book - once you have worked out what is going on, it is pretty intuitive even if it is d20 based.  It has different levels of damage and ineffectiveness, with different game effects for wounded, suppressed and neutralized (other gamers might think of suppressed as what is often called 'pinned' and neutralized what is often called 'suppression').   It seems to have its genesis in WRG Infantry Action 1925-1975, but house-ruled, modified and chromed to produce a new set.  It still shares that rulesets assumption that players are really going to put stance markers by each figure to denote standing, crawling, neutralized and so on, which I find hard to believe that anyone has ever done, and still enjoyed the game.  Anyway, I don't want to get into proper review territory, so I will leave it there for the moment.

Figures and models are by Battlefront.

The Gallic War: Battle of Octodorum (Battle 1)

58BCE: The Battle of Octodorum

I finally managed to get my Gallic War campaign refight kicked off!  I will write about the issues at the bottom of this post, but for now, I will get into the campaign itself...

Caesar, as might have been expected, seized the initiative.  Marching at the head of his Legions (X and XI), he approached from the South, whilst sending a further two Legions (VII & XIV) on a separate route to the West going through the territory of the friendly Allobroges tribe.

The chiefs of the Helvetii massed to meet the advancing forces of Caesar, hoping to eliminate the two legions before the Roman forces could be reunited.

The Romans:

General: Julius Caesar (Inspiring, Steady)

X Legion: Commander Marcus (Inspiring, Cautious), 6 bases of Veteran Legionaries (Armoured), 1 base of Trained Slingers, 1 base of Trained Cavalry, 1 base of Artillery
XI Legion: Commander Sextus (Average, Steady), 6 bases of Trained Legionaries (Armoured), 1 base of Trained Slingers, 1 base of Trained Cavalry, 1 base of Artillery
VII Legion:  Commander Flavius (Average, Cautious), 6 bases of Trained Legionaries (Armoured), 1 base of Trained Slingers, 1 base of Trained Cavalry, 1 base of Artillery
XIV Legion: Commander Quintus (Inspiring, Rash), 6 bases of Trained Legionaries (Armoured), 1 base of Trained Slingers, 1 base of Trained Cavalry, 1 base of Artillery

The Gauls:

Leader of the Helvetii: Abudos (Raw, Rash)

Helvetii (1): Mandutos (Average, Cautious), 4 bases of Raw Tribal Foot, 2 bases of Trained/Elite Cavalry 
Helvetii (2): Lostri (Average, Cautious), 4 bases of Raw Tribal Foot, 2 bases of Trained/Elite Cavalry
Helvetii (3): Sacrapo (Average, Cautious), 4 bases of Raw Tribal Foot, 2 bases of Trained/Elite Cavalry

Rules used were Polemos SPQR:




The Set-Up:



The Romans approach from the South

The massed Helvetii tribal foot occupy the hill opposite the Roman Left

A group of Tribal Foot guard a small settlement, with a small reserve of Cavalry in the centre

The majority of the Helvetii Cavalry on their left

XI Legion on the Roman Right

X Legion on the Left (with Caesar accompanying them)
The Battle:
Caesar beings the attack by moving up the XI Legion towards the settlement.  The Roman Cavalry move up to guard the flank on the right.

Abudos has only two basic strategies open to him: try and defeat the outnumbered Romans quickly, or try and hold off nearly double the number of Romans when the Roman reinforcements arrive. He opts for the former and commands his warriors to advance...X Legion manouevres slightly to face them

XI Legion continues its advance towards the settlement...

The Helvetii continue their advance down the slope, preparing to charge...


The Helvetii warriors charge home, with some disorder in the Roman ranks...

The left of X Legion is pushed back by the ferocity of the Helvetii's charge but the centre holds.


The right-hand cohorts start pushing back the Helvetii

Meanwhile XI Legion has taken the settlement after a short, sharp fight.  The Gallic cavalry move up to join the fight (right)

The Gallic Cavalry charge, although the lefthand elements refuse to charge (centre-right)

The large-scale infantry melee on the Roman Left continues, with the Romans gaining the ascendancy.

The Helvetii attempt to regain the settlement by forcing back XI Legion.

X Legion causing heavy losses to the Helvetic foot, although the Legion's attached slingers have been killed or driven off.


Despite the odds, the Gallic cavalry push back their opponents...

The rightforward cohort of XI Legion under severe pressure from Helvetic horsemen...the foot warriors are making less impression


Just at this moment, VII and XIV Legions arrive on the Helvetii's right flank

A legion in battle array

And another

The Gallic cavalry reserve, caught in the flank by the Roman Cavalry, break and flee from the hill!

The fleeing Gallic cavalry become intermingled with fleeing foot warriors (centre)

The Romans have cleared out the area around the settlement

And despite suffering heavy casualties, the right-hand cohorts of XI Legion did manage to push back the Gallic cavalry

And the other Gallic cavalry, having routed one group of Roman cavalry, were hit whilst pursuing and are routed in their turn...



The position at the end of the battle: the Roman Right is largely clear of enemies except for some remaining Cavalry; the Roman Left has broken the majority of the foot warriors, who are unable to escape, although some of the warriors were able to flee to the front and avoid the Roman pincer.
Game Notes: Quite easy for the Romans in the end, although there were a couple of moments when it looked as if it might go the other way: a charge of Tribal Foot in depth is genuinely dangerous in Polemos: SPQR, whereas in the other Ancient-period rules I play, DBA and Ancient&Medieval Wargaming, the 'Warband' needs to be a bit more lucky.  Cavalry is also a little bit more effective in a straight charge than you might expect.  Most of the Polemos rules reward aggression and this set is no different - basically, when you get bonuses for attacking, it pays to attack!  Because X Legion were Veteran they just about held on: a Raw legion would have been toast in these circumstances.
Followers of this blog will know I have done a lot of tests and a lot of thinking about this campaign.  I have finally stopped fiddling, decided to use Polemos: SPQR as the tactical rules set.  Although a little more complicated and fussy than the other sets it has that extra period specificity which I want. I will write a separate post on how the campaign rules work and how the conversions to and from the tactical battles work.

Figures and buildings by Baccus 6mm.