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Alt Langsow April 1945 IABSM
Another 6mm IABSM game played last month at Gigabites Cafe was a action during the Seelow Heights campaign. Elements of the 26th Fallschirmjager and 2/8 Panzerabteilung hold off the 220th Tank Brigade and 1054th Rifle Rgt. A much more one sided affair that it should have been with the boggy Oderbruch assisting the defenders. Link to the flickr AAR: https://www.flickr.com/photos/6mmgaming/albums/72157719853187430 Thanks, Mark
Started by Mark Luther @
Milne Bay Delaying Action Sept 42
This was a 20mm Chain of Command game played last month that was based on the Aussie following up the Japanese retreat after their failed assault on the Milne Bay airfields, early September 42. It was a modified Delaying Action scenario with the 2 Japanese players each having a weakened platoon and a MMG team. The 2 Aussies had regular Commonwealth platoons. Excellent defensive positioning by the Japanese players and the 2" mortar's smoke dissipating too quickly ensured a Japanese victory. Link to flickr AAR: https://www.flickr.com/photos/6mmgaming/albums/72157719803781446/with/51441280924/ Mark
Started by Mark Luther @
IABSM, tweaking artillery effects on tanks 12
Just got down playing a scenario from Sicily IABSM book. Scenario played fairly and as expected and as was the case historically, the US naval artillery played a key role in breaking up an attack by Tigers, Panzer IV and Panzer III. One thing that bothers me about the effect of Artillery on Tanks. Here is the current rule: 9.3.3 EFFECT ON VEHICLES Vehicles caught in the Kill Zone of any support fire may take some damage. Roll 1D6 for each vehicle and consult the following tables, adding +1 to the roll if the shells hitting are between 85mm and 110mm, add +1 if they are over 110mm or rockets. Add +1 if an open topped tank or AFV. My main concern with this concept is that it does not take into consideration the armor and weight of the tank.... Tanks were created as way to deal with advancing across open ground while under fire from artillery. In the battle above, I had both a Tiger I crew and Panzer IV crew bail out of their tank when coming under bombardment. under these rules a Tiger I is just as vulnerable as a Panzer II. So that is one item that could use some adjustment. The other issue is that when shock is exceed for the crew inside a tank...they automatically bail out....yes, if you are getting fired on by a tank bailing out is the smart thing to do....when an artillery bombardment happens, that is the last thing that you would do. In the case of Sicily, especially the massed assault across the open plain towards the Town, the tank crews there simply turned around their tanks and fled. A few were knocked out. I have more thoughts on this issue but I would like to to hear from others on this. Thanks
Started by Dan @ · Most recent @
Lists for 1st Afghan War 18
Ok, I managed to accidentally buy a small group of wargames foundry 1st Afghan War British. So now I'm wondering if anyone has done lists for the conflict? Doug (I blame Flashman...) Get Outlook for Android Get Outlook for Android
Started by Doug Melville @ · Most recent @
Rules Question - Chain of Command - JOP Placement 5
I have a two part question regarding Jump Off Points and their placement. There is a dispute between two players and I am the umpire of the campaign - Question 1: Page 13 of the rules clearly states that if no cover is available the JOP must be placed on the table edge. But a FAQ asked: Q: If a JOP must be placed at the table edge, is this just the player's friendly or starting edge, or is it any point where a Patrol Marker's zone touches an edge, so possibly a side edge? A: Anywhere the Patrol Marker's zone touches an edge and yes that does include a side edge. [Both are good w/ this] It is the next portion that is the issue. It goes on to say "Often being limited to a JOP on an edge can be a bad thing but a side edge will often present opportunities to flank an enemy and sacrificing the benefit of cover for a daring flank move can sometimes pay dividends. It is this last portion that is the problem. One person thinks this just presents an alternative way a appreciating that it is not all bad news if forced to put the JOP on the table edge. The other thinks this allows them to forego cover so they can choose to make a daring flank move. Question 2: How you handle individual trees in a Pint Size Campaign? One person says it is cover for a whole squad. Another says this is a single tree - not really there - just table atmosphere. Do you consider a tree to be cover for putting a JOP behind it? Sorry to trouble people with this but it is the last (game 9) game of the campaign that has run quite smoothly - although by the two questions asked, most would not think so. Also, the campaign is tied and whoever win the next game wins the campaign. Thanks in advance for any light you might shed on this so a successful conclusion to the campaign can be reached. Best, Mitch
Started by Mitch Abrams @ · Most recent @
Is the TFL blog dead? 3
https://toofatlardies.co.uk/blog/ This page doesn't seem to exist.
Started by cscholti @ · Most recent @
Big CoC tank deployment
If a tank platoon's Sr.Ldr is on the table, do the off-table tanks in the platoon have to roll 4+ to deploy? (cross-posted to TFL forum)
Started by gweirda @
Effects of fisticuffs on charging cavalry 32
In sharp practice, do charging cavalry that break the infantry group they attack continue their next activation at gallop? We had a game last night where charging British cavalry kept going down the road in a series of successful charges/fisticuffs without any pause. I can see it could happen but what do people think? Kevin
Started by kevinjnivek @ · Most recent @
Sharp Practice 2: two interpretations 9
A rules query, light troops get a bonus dice of movement. Can they use this every turn or can they only use it as a bonus when they are using one or both actions for movement i.e. do they have to be moving to get the extra dice? Watching an AAR online, I realised that the players interpreted the rule differently from me. Thanks Stephen
Started by Stephen Caddy @ · Most recent @
Annual Kursk 6mm IABSM
I try to run a Kursk IABSM game every July and this year was no exception. This one was going to be an all armor one based on the action of Kampfgruppe Stachwitz on the southern front of Operation Citadel on July 10, 1943. Pz Div Grossdeutschland was working its way north towards Oboyan but had to dispatch a strong unit of panzers(KG Stachwitz) to the SW to deal with units holding up the 3rd Pz Div. William would command the panzers, while Simeon, Jon and I took the Soviets of the 22nd Tank Brigade, 6th Tank Corps. The Russian tank hordes are coming in from the near, SE corner while KG Stachwitz begins from the opposite NW edge. The Russians had 3 companies of 10 T34s each and a bttn CO vehicle. KG Stachwitz had a unit of 4 Panther Ds(subject to the breakdown card), 10 PzIVG/Hs and some off board Tiger Is. The Tigers could cover the left flank and would roll a D4 to see how many could fire at 18" plus range. Russian crews had 2 activations (3 for the company COs) while the Germans had 4 activations. So it was Soviet numbers and speed vs German training and firepower. Link to flickr AAR: https://www.flickr.com/photos/6mmgaming/albums/72157719521891293/with/51303147081/ Mark
Started by Mark Luther @
6mm IABSM Velikiye Luki relief game -Now with Command Cards
This was a quick and simple game based on the last ditch effort to relieve Velikiye Luki on Jan 9, 1943. I wanted to try adding Command Cards to the deck ala Sharp Practice (Sharpening Up IABSM) to see if that would give the players a bit more control over their 'plans'. This scenario seemed like a good one to experiment with, especially since I was the defending-pretty well immobilized player. Attacking Germans had 5 Command Cards in the deck and the Soviets 4. Overall I liked the addition of the Command Cards, unfortunately having new players involved didn't really provide a lot of feedback. Link to flickr AAR: https://www.flickr.com/photos/6mmgaming/albums/72157719505575891/with/51293295779/ Mark
Started by Mark Luther @
Status of What a Cowboy? 4
Asking how these rules are going. My friends and I are itchin' for some rootin' tootin' fightin'. Thanks Chuck
Started by cscholti @ · Most recent @
Historical Game Day in Marietta GA July 31
Get ready troops, we are just a month away from Giga Historical Day! We have over ten games already on the schedule and many more on the way. In addition there are some nice charity raffle prizes to benefit Children’s Healthcare of Atlanta. A special thanks to our sponsors Giga Bites Café and Too Fat Lardies for their support! We are tapped out on morning gaming spots at this time but still have room for ones in the early afternoon. If you would like to host a game during that timeframe please let me know and I’ll get you on the schedule. Don’t worry we’ll still have plenty of players then and raffle prizes to award. The ramp will drop 10:30am on July 31st at Giga Bites Café. I hope to see you there! https://giga-bitescafe.com/
Started by Mark Luther @
Sharpulator, lists etc vanished. 3
Has anyone any idea where I can find the Sharpulator and all the lists that used to be on the TFL Blog? Cheers Doug Sent from Mail for Windows 10
Started by Doug Melville @ · Most recent @
Historical Game Day in GA July 31, 2021
Things are looking good here for getting together for gaming so we have set a date for a local Historical Game Day -- Saturday July 31st. It will be in Marietta GA at GigaBites Cafe ( https://giga-bitescafe.com/ ) Hours are 10:30 to 9 PM. Full day of tabletop miniature gaming. No charge. Plenty of parking. On site food and drinks, including beer and cider. No schedule yet, but we have commitments for several TFL based games including WaT, SP, CoC, along with other WWII, Ancients, black powder period, a large Art de La Guerre tourny, WWII air combat, and more. We also have a charity raffle which will have some TFL goodies. If you are interested in hosting a game or want more info. PM me Mark Luther
Started by Mark Luther @
Westwind Campaign Questions 4
We are currently in the midst of playing the campaign. It is very close as we go into Game 6: the signal box at Seerappen. If the Russians decide to play their offensive option: 1. "this allows them to add an additional List 10 support for one scenario, all of which must be spent on armor." The campaign does not give any List 10 options. Therefore, is this 10 points to be used on armor using the support lists of the campaign or is this a list 10 support from the main rulebook or something else entirely? 2. What effect do the railroad tracks have on LOS, movement and cover with regard to infantry and armor. For those who have not played this, it is a wonderful campaign. Well balanced, fun and each table can be played multiple ways. I know, we are play table one & two both three times and each time it was completely different [we added players so start of the campaign again]. In addition there are things at this campaign not seen and others. It keeps players guessing and on their toes. Thanks in advance, Mitch For thosef/when we decide to grab the initiative and attack, I imagine the scenario will be Attack/Defend. If so, do the Russians then roll 2d6 for support & add to that whatever the additional support means from question 1 above? Or does it mean something different? Beyond leader/troop outlook, would the Germans get 1/2 support points of the base Russian points, or 1/2 the total (including the List 10 support?)/when we decide to grab the initiative and attack, I imagine the scenario will be Attack/Defend. If so, do the Russians then roll 2d6 for support & add to that whatever the additional support means from question 1 above? Or does it mean something different? Beyond leader/troop outlook, would the Germans get 1/2 support points of the base Russian points, or 1/2 the total (including the List 10 support?) 11. What is meant by the "additional List 10 support"?? Is it 10 extra points, or is it ONE support from the support list in the main rulebook, p. 98? Or, does it mean something different?. What is meant by the "additional List 10 support"?? Is it 10 extra points, or is it ONE support from the support list in the main rulebook, p. 98? Or, does it mean something different?
Started by Mitch Abrams @ · Most recent @
15mm CoC Kirkenes Petsamo game
We played another stand alone Chain of Command game last week that was set during the Kirkenes Petsamo Operation of 1944. I used the 'Blitzkrieg' scenario from the eponymous CoC supplement. This gave the Russians a 2 platoon to one advantage over the 'elite' Gebrigsjagers. The Soviet sections also had 2 smgs substituted for rifles. The tricky thing was getting close enough to make use of the increased firepower in this boggy and rocky terrain. Link to complete flickr set: https://www.flickr.com/photos/6mmgaming/albums/72157719332597167 Mark
Started by Mark Luther @
WW2 Items for Sale 28mm and 20mm scale 3
Hi I am having a bit of clear out of various projects and have the attached items for sale. I am based in Scotland and willing to post worldwide, if the buyer pays insurance. Payment by Paypal (F & F) preferred. If interested contact me on roma912 AT gmail DOT com Thanks, Ross
Started by roma912000 @ · Most recent @
Colonial French & FFL Lists for CoC 3
Hi all, I’m currently being really tempted by a combination of 3d printed vehicles and the Perry Colonial French minis. I have been looking around to see what lists are out there, especially as I confess my knowledge of the French overseas forces is extremely limited. I see there has been a list produced for FFL in Abyssinia, but I’m not sure whether this would extend to Free French and Vicky forces in North Africa/Middle East. Can some kind person point me to a list, or even a digestible set of sources? Cheers Doug
Started by Doug Melville @ · Most recent @
O Group first solo game. 2
First solo playthrough of O Group. This is a copy of my post on the "O Group" Facebook group. Apologies for the duplication but I know not everyone uses Social Media. I won't bore everyone with photos of my table, I guess you've all had enough views of Cristot for now. I'll limit myself to the points I've learned and my view of the rules after a single game. First of all, congratulations to Dave Brown for a cracking set of rules. They play smoothly and pretty quickly, considering how much I had to keep looking up. There's a lot of meat in there and it's easy to overlook something like the interdiction roll for deploying units on table. After the first 3 turns I was pretty confident on much of the basics. I really love the intertwined combat phases, where you have the ability to reply to many of the moves your opponent makes. It's a challenge whether to reply with opportunity fire, or keep your orders for your own phase. Now my observations. First, it does seem to mirror combat more closely than many other WW2 rules I've played. And I've played a lot of them over the years. Combat tends to result in shock and suppression more often than not, with actual base losses fairly scarce at first. Artillery is a different kettle of fish, more of which later. Movement can be frustrating, just as it was in battle. I like the dicing for movement. If you really want to get somewhere, use a rapid move and forego firing. You should have other platoons covering your advance anyway. Keep an eye on shock levels. It's easy to become suppressed if you start with 1 or 2 shock and you're in range of the enemy. They can respond in your phase too! I had several cases of failing to rally any shock off at all, leading to a forced retreat of a 2 or 3 units. It's chilling when your platoon is forced back 3xD6, especially when it hasn't advanced very far yet and ends up not far from your table edge. I didn't see too many times when I had too few orders. Only used one HQ order in the whole game. Both sides kept their HQ tally as high as possible. The prospect of gaining initiative and an extra order is too tempting. Even if you have fewer orders from your O Group dice roll, you can still win the initiative when your HQ orders are similar.I also used the Company Commander order sparingly. Artillery. Mortars got used much more than higher level support, for obvious reasons. Mortars however, don't inflict a lot of losses. they do inflict shock and suppression though. Save your heavy guns for use against the built up areas, where the extra firepower is needed to inflict damage. The larger burst radius also catches more adjacent units. Not a good prospect when you're defending a town. Fubars are where you eventually wear your opponent down. I didn't make any close assaults, except for one against a lone, suppressed company commander. Lesson learned, if your on your own, fall back! Armour didn't play a big roll neither. The Shermans did almost nothing and the Panther, coming on near the end, killed a tank section before succumbing to medium artillery and causing the final Fubar marker that ended the game. Altogether a really enjoyable experience and I look forward to playing against an opponent soon. Regards Andrew HOLMES
Started by Andrew Holmes @ · Most recent @
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