Steven’s Gurkha Battalion for Crossfire

With my Japanese battalion ready for duty in Burma, my next project was the Gurkhas to face them. This is a battalion nominally from 17th Indian Light Division, the guys who fought at Bishenpur, Potsangbam and Ningthoukhong on the Imphal Plain 1944. You might recall from my A Case Study in Balagan Thinking – How I justify collecting Japanese, my justification for collecting Japanese was that I’m (kind of, sort of) Welsh, and so are the 2nd Battalion, 4th Prince of Wales’s Own Gurkha Rifles (kind of, sort of). Anyway, I’ve now got a battalion of Gurkhas for Crossfire. Yay! Can’t wait to get that bag piper on table.

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Custom made Manipuri Hindu Temple for 14th Army

Temple-117 Temple in village - Banner

The Burma Campaign includes the Japanese invasion of India in 1944. So the setting flips from Buddhist Burma to Hindu India. Our Experiment in Ningthoukhong made me realise that to refight Bishenpur, Potsangbam and Ningthoukhong, I really needed to supplement my Home made Burmese Pagoda with a Hindu Temple from Manipuri state. Here it is. I designed it and Warbases laser cut it from MDF.

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Leshnov 1941 – A Battle Report for OHW 6 Hit

Leshnov-106 Soviet 12th Tank Division advances up road - Banner

Chris and Adam played my version of Leshnov 1941 Scenario for Martin Rapier’s One Hour WW2 (6 hit) (a variant of One Hour Wargames). This was our first outing with these rules.

Summary: Good game. Rules were simple but played well. The scenario needs tweaking as favours the defenders too much. And that contributed to Chris’s victory as the Germans.

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Musing on Units and their attributes in Tillys Very Bad Day

Musing on Units and their Attributes in Tillys Very Bad Day - Banner

Although Tilly’s Very Bad Day is for the Thirty Years War, I’m thinking of expanding the system into other periods. The Ancients, Medieval, and Gunpowder settings all look suitable. I’ve already experimented in the South American Wars of Independence with Bolivar’s Very Bad Day. I’m looking for inspiration so in this post I explore the attributes assigned to units in Tilly’s Very Bad Day.

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Steven’s Japanese Battalion for Crossfire

Japanese-206 1st Company - 1st Platoon - ID J-1-1 - Banner

My WW2 Japanese are ready for duty in Crossfire. I went for a high priority Type ‘A’ Battalion. Then I added in all the support elements. So I’ve got a massively reinforced Leg Infantry Battalion. Weaker formations, i.e. battalions from a Type ‘B’ Division, Type ‘C’ Division, Mixed Infantry Brigade, or Independent Mixed Brigade, would have less than this.

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1643 Game 7 – Lower Thames Valley – English Civil War Campaign

ECW-702 Late Round - Strategic Situation - Royallists Attack London - Banner

Adam and Chris played the seventh game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.

Summary: Although caught by a larger Parliamentarian force, Adam had spectacular victory at the “Real Battle of Turnham Green”. London fell to the Royalists. The campaign cards were critical to the battle with the interventions of John Hurry and Sergeant-Major-General Boy, the ‘Dog-witch’, deciding the outcome.

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Unlimited Vehicle Movement – Revising Crossfire Anti-tank Rules 8

Musing - Revising the Crossfire Anti-tank Rules - Corssfire - Banner

My recent musing on the anti-tank rules in Crossfire got me thinking about my current rules on vehicle actions. CF11.1 Vehicular Actions is massively restrictive as it only gives vehicles the option to move or shoot. So I for 20 years I’ve been giving vehicles multiple move actions (1-3 depending on speed) and unlimited shooting. Both of these rules are contrary to the unlimited actions of infantry in standard Crossfire. It would be great to give vehicles unlimited actions, like the infantry. So I look at the rules that have come before then look at options for unlimited vehicle movement.

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Ningthoukhong Experiment – A Crossfire Battle Report

Ningthoukhong-104 Table from south-east - Banner

At 16.30 hours my raised roads for Burma arrived. Unpainted of course. By 20.00 hours they were painted and ready to play. My Japanese have been ready for a while and I recently based my new Gurkha battalion. It was three years ago when I got all keen and wrote up some notes and drew some maps for Bishenpur, Potsangbam and Ningthoukhong – Gurkhas on the Imphal Plain 1944. Finally we could play some Crossfire at Ningthoukhong.

Summary: In a tense game the Adam’s Japanese held the south of Ningthoukhong against a fierce attack by Chris’s Gurkhas.

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Leshnov 1941 – A Scenario for Martin Rapier’s One Hour WW2 (6 hit)

Leshnov 1941 - Table - Banner

I’m an avid follower of Martin Rapier’s blog The Games We Play and when looking at his history found his battle report of Leshnov 1941. The scenario has a long history originating with Grant (1981), then Thomas (2014), Rolph (2017) before Martin’s version. The scenario is for Martin Rapier’s One Hour WW2 (6 hit) (a variant of One Hour Wargames). Unfortunately, Martin’s version of the scenario is implicit in his description of the game. Hoping to to play it myself, I’ve tried to re-engineer the scenario from his description. Rapier notes that this scenario exercises all the main game mechanisms of his One Hour WW2 (6 hit) as it includes airpower, artillery, AT guns and all the major unit types including Heavy Tanks and recce.

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1643 Game 6 – Wales – English Civil War Campaign

Jamie and I played the sixth game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War.

Summary: Although the Royalists invaded Wales, the Parliamentarians had a larger army on the day and attacked. The “Battle of Colby Moor” was a Royalist victory.

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Designing Modular Raised Roads sections for Burma

Raised Road 124 Examples - Banner

Following on the previous success of my custom crests version 2 and the high rice paddy bunds for Burma, I’m now thinking of a set of raised roads. Raised roads were a common feature of Burma. They’ll be the same height as the previous features (1/4″ / 6mm). Otherwise they’d be, well, just roads. I’m hoping to convince Simon from S&A Scenics to make the base features then I’ll do the work to make them look like roads. This post is about my design for the roads, which was a project in itself.

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