středa 25. ledna 2017

Shermans vs Panzers the game! rychlý unbox

Konečně jsem se dostal k unboxingu setu pro dva hrače od GHQ pod názvem Shermans vs Panzers.

Tento box je idealní pro začinající hrače kteří chtějí začit s microarmorem (tedy 6mm). uvnitř nalezneme box na miniatury s molitanem (bohužel je schopný pojmout pouze 12 tanků (samozřejmně molitan lze upravit aby pojmul všech 20 vozidel z boxu) jednouchá pravidla pro boj obrněnců v prostředí WW2 (vycházející z pravidel WW2 Microarmor prodávané GHQ).
Katalog který obsahuje mimojiné také návod jak barvit microarmor a samozřejmě miniatury v tomto připadě Spojenecké tanky  M4A3 Shermany a Německé Panzer IV H. 
Co se týče detailů miniatury se nezadají z některými 15mm modely. Protože je GHQ americká firma používá trochu jiné měřítko - Evropské firmy použivají měřítko 1:300 zatímco ty americké 1:285 - takže tanky jsou o něco větší takže je teoreticky obtížnější kombinovat jednotlivé výrobce. Ale pokud nejsou kombinovany do stejných jednotek rozdílu si pravděpodobně na stole ani nevšimnete.

tanků pro každou stranu najdete 10ks tedy 10x Sherman a 10x Pz IV.


I za zvýhodněnou cenu je poměr ceny za miniaturu reltivně vysoký vychazí cca na 60kč zatímco u evropských výrobců se dostanete zhruba na 15kč za model. Uroveň detailů na modelů je však mnohem větší než u konkurence.

Můj verdikt je ano GHQ je drazší ale určitě jsem ochoten si za tuto kvalitu připlatit pořídím si další modely od GHQ? určitě






čtvrtek 5. ledna 2017

Project: Panzers!

As a gift from friend i got GHQ battlepack (one with shermans and PZIV) and while i playing 6mm
moderns, WW2 was something that attracts me, and who would not want to see mass tank battles as in blitzkrieg games. Started looking into rulesets i figure out i already got ruleset only thing i need is to few tweeks here and there and thus Able Archer game started converting into something new which i called for now Panzers!.



So for those of you who dont know what Able Archer is - it is quick and fast 1:1 6mm company/battalion level wargaming rules  for Cold War gone hot era. Well Panzers take the AA rules into late war WW2 setting. It is meant for combined arms but you can also play tank only battles with this rules.

The goal of this project is make good fun rules for WW2 gaming the rules are easy and acessible so it can be good for newbies and battles itself are itself are fast so normal game can be completed in 1 to 2 hours.


So who appear first? i currently working on Germans,British, Americans and Soviets for initial release if i would make more nations and eras is in stars depending if there would be interest.

See you next time.



pondělí 19. prosince 2016

První pohled na Konflikt 47

Goblin Workshop a Warlord Games ve spolupraci s Osprey publishing se vydali na bojiště které nebývá přiliš častým tématem na polích wargamingu - Alternativní druhou světovou válku.

Vzali funkční a ozkoušený systém své popularní WW2 hry Bolt Action, vylepšili ho a dohry nepřidali jen nové technologie ale také různá paranormalní stvoření - ve hře tedy nepotkáme mechy různých velikosti ale také zombie či vlkodlaky.

Příběh ve hře se nelíší od naši minulosti až do testu atomové bomby vybuch vytvoří prostorovou trhlinu tzv. Rift. Američané nepoužiji atomovou bombu na Japonce ale na třetí řiši - Drážďany ale i tato bomba vytvoří další trhlinu. Třetí říše i Američané začnou vyvíjet technologie založené na poznatcích z těchto trhlin. Sověti se odtrhnou od spojenců protože jim Američané odmítnou poskytnout poznatky z vyzkumu trhlin.

Ačkoliv Americký postup od dne-D dostahl značných výsledků je zpomalován hlavně díky technologiim které používá Německá armáda, a nakonec se vytvoření linie poblíž Rýna. Na východní frontě není situace o moc lepší a i když sověti postupují - nové technologie němců si vybírají krvavou daň.

Na blízkém východě dochazí ke střetu západu z východem. Sověti i Spojenci se snaží zajistit ropná pole, v naději že jim pomužou výhrát tažení v Evropě.

Válka v Pacifiku také neprobíhá přesně podle představ Američanů- Australské síly svadí lití boj s Japonskými revenanty. Americká námořní pěchota neuspěje v obsazení Iwo Jimy a Čína se připojuje k Sovětskému svazu.


Jak už bylo řečeno hra používá upravený systém Bolt-Action

čtvrtek 27. října 2016

Anvil Industries Suppresion team review

For my 30k Iron Warriors force i needed Iron Havocs squad, since they dont have official models and i wantem to be different i looked into other manufacturers ( and i long needed excuse to buy some of the Anvil exolords) and chosed suppresion team. So what you will find in this nice little kit?

First thing first - you will find five standing bodies,  5 backpacks, one with some sort of relay, one hand with rifle, one holding binoculars, never missing pointing hand, knife, some pouches. 7 heads (one without helmet), some scopes,10 shoulderpads and hand holding somehing that could be laser designator or scifi equivalent. then you will find 4 autocannons. I also ordered separate autocannon sprue  so i can equip my sergeant with autocannon too. the kit is nicely goes together and paints well


As for quality speaking - they are superb one of the best i seen so far almost no cleaning required.
If you ask me if i would recommend Anvil i would say yes without hesitation - for obvious reasons i will order some more of anvil products especially when they annouced they will be make renegade style infantry models.
Anvil Industries webpage

And here is whole squad put together and painted





středa 12. října 2016

Dropfleet Commander první dojmy

Dropfleet Commander je hra z dílen Hawk Wargames která byla zapomocí kickstarteru přivedena k životu. Jak už
název vypovída jedná se o bitvu vesmírných lodí ve světě Dropzone Commandera. Trh těchto her je samozřejmně plný různých her simulujících bitvy vesmírných lodí - Full Thrust, Firestorm: Armada, Halo: Fleet Wars, Star Wars: Armada, Battlefleet Gothic ale i řada dalších her se tímto tématem co však odlišuje DF od ostatních her?


Všechny zminěné hry se zaměřují na bitvy v hlubinách vesmíru, ale Dropfleet jde na to jinak. Odehráva se totiž na orbitě planety o kterou z nešvařené strany bojují a vaším úkolem je zajistit aby to byli vaše armády které zvítězí. neníčite jenom nepřatelské lodě ale musíte zajisti také podporu jednotkám které bojují na planetě.

Tvorbu těchto pravidel má na svědomí Andy Chambers - tedy jeden z autoru Battlefleet Gothic. hodně herních mechanic je velmi zajímavých a protože se hra odehrává na orbitě mohou lodě klesat z vyššího orbitu na nižší nebo klesnout až do atmosféry (ne všechny lodě to dokažou - napřiklad velké lodě nejsou na tento typ manévru stavěny). Další zajimavou herní mechanikou jsou dostřely zbraní ty zde nemají zbraně samostatně, ale každá loď má firecontrol a signaturu - zatímco první je dosah senzoru dané lodi, to druhé je energetická stopa. Pokud s lodí střílíte nebo provadíte naročné manévry stopa se samozřejmně zvětší a je tedy snadnější jí zaměřit s větších vzdaleností. ačkoliv to zní složitě celý systém je značně intuitivní.

Podobně jako BFG obsahuje také systém rozkazů, umožnující různé manévry - napřiklad střelba ze všech zbraní, nebo rychlejší pohyb ale také tichy chod který sniží vaši energetickou stopu. většina techto rozkazu vaši loď "rozsvítí jak vanoční stromeček" a někdy je vhodné tyto manévry použit a někdy zase ne přidávato značný strategický prvek do hry.

Po modelové vypadá DFC užasně stejně jako vstupní náklady do hry nejsou až tak vysoké - díky kickstarteru jsou základní lodě v plastu, každý z frakcí má nejen svůj specifický vizualní vzhled ale také i gameplay. startovní set pro dva hrače se pohybuje okolo 65 liber (v preorderu na 50) a obsahuje různé tokeny, dvě flotily (Scourge a UCM), kostky, metr, celá pravidla - a to opravdu kompletní  pravidla včetně fluffu atd, ruzné scenáře a sheety prostě vše co potřebujete pro začatek. Pokud by jste chtěli jinou flotilu PHR a Shaltari jsou k dispozci ve samostatných starterech (ty se pohybují okolo 40 liber). každá tato startovací flotila obsahuje 3 křižníky a 4 fregaty. základní lodě jsou dělané v plastu což také spousta lidí jistě ocení. větší lodě v resinu.

Podobně jako v připadě Dropzone Commanderu i zde se povedlo Hawk wargames přivést na herní scénu zcela unikatní hru - hra už nevypadá jako namořní bitvy s modely vesmírných lodí  ale opravdu unikatní wargamingový zažitek



čtvrtek 11. srpna 2016

Sabre Squadron 1st Battle report

We played our first official Sabre Squadron game althought we didnt finished the game it was really intense and fast game to my suprise.







Somewhere in Germany 1988.........

British Forces: Understrenght Tank squadron with mechanised infantry support - 3 Platoons of
Cheftians, 2 command tanks. 2 Mechanised Infantry platoons

Soviet Forces: T64BV Tank Company, PT76 Light Tank platoon, BTR-80 Mechanised Infantry platoon, T-80 Platoon

We played standart encounter with 2 objectives while we didnt play game to the end for various reasons here is little battlereport. Soviets won the iniative and begun their deployment - infantry platoon rushed towards 1st objective  while T80s move up to the left flank. Tank company split into two groups while one rushed towards hill in center of table the second half moveup to the right.

The British move up their infantry towards right flank while second was aiming for objective in british part of table. Tanks just moved forward hoping to get on soviet tanks. T-80 opened fire on one of the infantry platoon but shoots missed.

Later T80 again engaged FV432 carrying infantry this time with their missles, one FV432 dodged but the second one was hit and missle killed one fireteam and APC.
The British again moved forward, PT76 saw some exposed flanks of cheftians and tried to make oppurtunity to hit them but they failed and Cheftians returned fire destroying one PT76.

Cheftians opened fire on T80s but missed while the T80 relocated to engage left flank targeting British Company Commander tank and blowing him outright. Cheftian platoon repositioned itself to engage T80s and destroyed them. Some cheftians engaged PT76 and destroy another light tank. the last PT76 fired its smoke generator moved forward, the T64BV moved up used that smoke as cover againts Cheftian retalitation. British overconfident moved forward only to face soviet retalition the both groups of T64s engaged leading Cheftians knocking 4 of them in retalition british destroyed another two T64s and this point we had to end the game - this game was far more faster than the previous one and i like the rules very much. they cover lots of things and they are not overcomplicated - my opponent was impressed with killing power of tanks - but i am playing Steel Beast pro where situation is similiar hit is almost certain kill.

Well we want to try Mech Company battle next time.
See you soon

more photos from game you can find here

neděle 31. července 2016

Sabre Squadron RD 1.1 review

Soviet T64BV column advance through streets of German city
Yesterday we played testing game of Sabre Squadron to see if we would like it currently we have three players, while few other consider it. So we were looking into ruleset that we would like most.
1st alternative was Able Archer which we played two weeks ago but now we tried Sabre Squadron rapid deployment rules.

I had Soviet T64BV tank company supported by BTR70 mounted infantry platoon, BRDM2 section and PT76b recce platoon. my Company engaged British reinforced tank company in streets of unknown city  4 platoons worth of Cheftians supported by swingfire detachment and two infantry platoons mounted in FV432.

There were some mistakes i made and in middle of game i realised this game plays different than most systems that i played but while i took some loses in mid-game i created some heavy headache to british knocking down 2 tank platoons,destroying swingfire and knocking out FV432s mainly because well laid ambush. We played pitched battle with no real objectives but that would we change since i will order full rules very soon because me, British player and US player (which was only observing)  
like them.

So now lets run to basics the system is IGOYGO system and each player turn is divided into for phases. In first phase active player activate his units giving certain orders:
Units can either Fire then move. Move fast (but then their can be more easily hit). Move and fire (here matters if you have stabilised or unstabilised gun how far you can move). Normal move without fire. or remain stationary and fire (you have bonus for fire since you, but so does have your enemy shooting back at you) 

Of course combat is about skill and morale and that really matters in Sabre Squadron, it matters if you shoot or shoot upon.  morale grade also how your units will keep their heads cool if you start taking losses.

Movement is pretty straightforward and IMHO its very good each vehicle have number of bounds depending on terrain in which it moves if you move through different types of terrain you use the worst number of bounds. each type have also lenght of its bound for example fast tracked tank moves 2 and half inch in one bound. In cross country it can move 4 bounds (meaning it can move 10"  while if it will be traveling through some difficult terrain it can move only two bounds (5") crossing minor obstacles cost also bounds depending on obstacle and type of your mobility type.

Shooting is very nice with rolling 1D10 where you had to score 5 adding modiferes, there are quiet a few modiferers but i think they are easy to remember- for example there is modifirer for shoting at target which was not in LOS at the start of unit activation, for long range (most of heavy weapons dont have maximum range), if you dodge ATGM missle and so on. ATGM have of course maximum and optimal range firing they can relativly easily hit but enemy can dodge them (and if the missle is comming from front their chances to dodge are much better) when enemy is hit he D10 and depending on roll his basic defense is lowered or raised by one or two or in case 5-6 it remains same. Most of vehicles have two defense ratings, Kinetic and Chemical Energy, as well as weapons can have different values of K and CE attacks. When enemy is struck you compare  modified armor againts firepower of shooter the outcomes are easy FP same as armour vehicle is supressed and cannot use its weapons than exposes the crew. Firepower is better than armour by one the vehicle is neutralised. the vehicle can be knocked out, or crew is stunned by shot at end of the turn you test this neutralised vehicles they got save roll and are either destroyed or supressed. if the the firepower is better by two or more points target is destroyed. Hiting infantry is little different but disloging infantry from cover especialy if is in mason buildings or dig in is very hard. While pinned vehicles arent much problem, if your infantry is pinned they move slower and their accuracy is low.

There are rules from close combat which is very deadly and quick. also Artillery have interesting rules, hitting very large area but you need really big guns to be sure about deadly effect.

Command and Control rules are written strangely in Rapid Deployment but i think i get them right - coherency is measured by type of unit platoons uses 2 A4 papers while indepenedent section and low trained platoons only 1, that is their coherency. 

As forces start taking loses they morale will be affected to represent this game simulate this is relativly simple but effective manner. If scenario dont dictate otherwise the units begin their game as Good but when morale test is called unit must pass morale test (depending on how much loses units get modiferer to roll) if they pass good nothing happens. but if they fail they morale level drops and they roll again until they rout or pass test. if level is good units act as normal, 
the level lower is uncertain unit which wants to move toward enemy baseline or forces must pass morale test.
next is halt which means the units wont advance until their morale is raised up. then is withdraw toward their own baseline and takeup cover if possible. last is rout - the unit has been demoralised and for game purposes is destroyed.
The morale can be raised by one level at the end of the turn - if unit hasn´t been target by enemy actions (direct fire, assault, arty fire) by passing morale test. 

Each force has breaking point - number of losses before it render itself combat ineffective - if it exceed 2/3 of its number Morale points  the forces withdraw and losses.

The Rapid Deployment rules was big suprise for me , and we enjoy the game. Stay tunned i will review full version soon