Archangel: When ruins want revenge!

Para Bellum's Archangel model
Para Bellum’s Archangel

By Troy A. Hill

I admit it. I’m a new army junkie.

Whenever a new force comes out, I look at the new faction rules, and the new models to see if either appeals to me.

So when Para Bellum Games announced they were doing a “rebuild” on one of their oldest factions, the Hundred Kingdoms for Conquest: The Last Argument of Kings, this past winter, I was immediately interested.

Yes, the W’adrhun are my first army. And orcs riding dinos are still my first love in the game. But, a gamer needs a second army. Right? And when fellow NDNGer Tom Gall said he was looking to unload his Conquest Hundred Kingdoms army, I jumped at the chance.

But then the reboot of the faction rules hit, and I had some tough choices to make.

Let’s Rock this Casbah: Black Powder Red Earth 28mm

By Phil Gurtler

Why Black Powder Red Earth 28mm?

Simply put, it is a hyper lethal, near-future skirmish game set in the middle east and the type of game I have been waiting for. This past year I’ve been craving an ultra-modern skirmish game to supplement my regular diet of WW2 games.  After some research online, I found a couple of potential options. Spectre Operations, In Country (also known as INX and will be showcasing V2 at Adepticon this year) and Black Powder Red Earth 28mm.

Of those, Spectre Operations and INX failed to catch my attention. But BPRE28mm grabbed me by the lapels and refused to let me go for months. Every two weeks I would seriously debate dropping the $300 on the starter set from their website.  Flash forward almost a year, and I am spending a few months at Fort Meade needing something to do. I headed to the local store and found out they have both the starter set and a beautifully painted store demo copy. That’s it; let’s rock this casbah.

 

Bolt Action Compendium

by Dennis ‘Matt Varnish’ Campbell

Well all right, this is something I’ve been waiting for, the first non-Army book for Bolt Action, the v3 Compendium articles written by the Community. One thing I loved about Bolt Action v2 was the many campaign books and the extra flavour they brought to the game. I wasn’t a huge fan of the many one-off vehicles that became staples of all competitive lists from the old Campaign books, but I mean, that’s what’s expected when they aren’t really playtested?

So far, in v3, the focus has been the main rulebook, the minor nations PDFs and Armies of Germany. It’s nice to finally have something for the history buffs and not just competitive play.  Speaking of, right off the bat, they do mention that the lists, units and missions in the book have NOT been playtested and shouldn’t be used for competitive play, this to me is the right direction, keep it fun and historical.
So what do we get in this book?   (Note the above FSJ miniature for Op. Rosselsprung is included as of time of writing)

Williamsburg Muster Bolt Action Tournament – 15 February 2025

By Kreighton Long

Last weekend six players assembled to compete in a Bolt Action tournament run by Jacob Kovel at the Williamsburg Muster convention in Williamsburg, VA.  Jacob, a veteran event organizer, kept the tournament running smoothly keeping all players on the proposed timeline.

Throughout the day there were a few instances of rules confusion among the players, of which I was guilty of, largely due to the recent transition from Second Edition to Third Edition.  When a rules confusion occurred, Jacob was quick to swoop in and clarify the correct interpretation, which were well received by the various players.

Jacob’s quick and precise clarifications is a testament to his veteran status as this was his third Third Edition tournament that he has run since the new release.  Competitors brought 1000 point lists and competed in three scenarios throughout the day.  The first scenario was Seek and Destroy, the second was Key Positions, and the third was Hold Until Relieved.

No Dice No Glory Episode 158: Interview with Wes Crawford

We are back! This episode we have Wes Crawford a friend and local game designer whose game on the hunt for John Wilkes Booth is about to hit store shelves. We also talk about his other games soon to be released, Engine Thieves and the St Albans Raid, both set during the Civil War.  We also talk about Warf Rat Games, his new company with show favorite Ryan Heilman .

Game Balance vs Historical Accuracy: The Eternal Battle

By Michael Rafferty

Back in my younger days, we were playing a lot of Pike and Shotte English Civil War in 28mm. A friend of mine wanted to run a scenario at AdeptiCon 2018, which would be the first game I helped run at AdeptiCon, and we needed to find an appropriate battle.

There was a small, local convention that morning that my friend Dustin and I went to. The guy trying to organize the Pike and Shotte game was running a playtest that afternoon. We hurried from the local convention to our local store, The Game Room to play in it.

I’d been trying to get Dustin into historicals for years since the loss of Warhammer Fantasy broke his heart, and I was optimistic he’d like Pike and Shotte. Sadly, historical accuracy was about to ruin our day.

Bolt Action – New ‘Mixed Bag’ Armies of Germany list

by Dennis ‘Matt Varnish’ Campbell

In my previous article here, I mentioned trying out three lists and seeing what I’ll take to some upcoming events. Troubles at the Kruppe plant (aka 3d Printing issues) mean the Panzer IIs were still on the factory floor, and thus I would take either the gunline army or Mixed Bag list out for a spin vs Scott Roach.

Our order for the new Armies of Germany book and my MMG teams not having arrived yet meant probably not the Gunline list, so I decided to put together a list that had many of my new units painted and I could try out the ‘Hit Squad’ idea:

Rifle Platoon
Officer (veteran) SMG 43
3 Veterans with SMG   51
Hanomag (reg)              62     156
Heer Infantry x6 60
1x LMG 15                  75
Heer Infantry x6 60
1x LMG 15                  75
Heer Infantry x6 60
1x LMG 15                  75
Panzerbuchse Anti-Tank Rifle 25
Light Mortar Team (Inex)         21
Light Mortar Team (Inex)         21          448
Heavy Weapons Platoon
Officer (reg) w rifle 30
Medium Mortar 45
Spotter 10                   55
Medium Mortar 45
Spotter 10                   55
Panzerbuchse Anti-Tank Rifle 25
Panzerbuchse Anti-Tank Rifle 25          190
Artillery Platoon
Officer (reg) w rifle 30
Medium Howitzer 90
Medium Howitzer 90                               210
Armour Platoon
Czech 38t  135
Command Tank 10   145
8-Rad                            95                          240
18 OD                                                          1088

Team Yankee – Some House Rules

There is a small but dedicated group of retired military guys in Petawawa, Ontario, Canada who have been playing Team Yankee for a number of years now. Their names are Bob McBride, Lindsay Cameron and Louis Santerre. Being ex military they want rules to be as realistic as possible. So, they came up with some house rules that they feel play just a bit better than the standard Team Yankee rule set.

Here is what they came up with:

OFF BOARD ARTILLERY:

1. Heavy and medium artillery may be declared, at the beginning of the game, to be “Off Board”.
2. Any “Off Board” artillery is considered to have the range to engage any target on the board.
3. Counter Battery fire is permitted against your opponents “Off Board” artillery but it is assumed
the template is over “near terrain”; therefore, a penalty of +1 is added to any ranging-in (page
53). The target is assumed to be no more than 3 guns under a small template.
4. Once “Off Board” artillery has fired it is deemed to automatically “Shoot & Scoot” during the
assault phase and has moved, so it is no longer under the template; therefore, any future
counterbattery fire must be ranged once again.
5. Mortars may not be placed “Off Board” due to their limited range.
6. “Off Board” artillery may be engaged by close air support (CAS) but must range in with a +1
penalty as it is considered that the template is over near terrain. CAS Aircraft may be engaged
by AA if the range of the AD system can reach the edge of the board where the player’s
deployment originated from.
7. Any on board artillery has the ability to “shoot and scoot” IAW with the applicable “shoot and
scoot rule” and must take a skill test in order to move. (page 37).
8. The cost of any “Off Board” must be included in the players total point value; however, the
models themselves are not required unless the player intends to deploy them on the table.

 

DISMOUNTED SPECIALIST OBSERVER:

1. Observers cannot call for fire the turn they dismount but can attempt to dig-in as long as they
pass a “Blitz Move” and don’t move any further. An Observer can only dismount at the
beginning of its movement phase IAW the rules for mounting and dismounting. (page 34)
2. The Observers vehicle is subject to the transport rules as a dedicated transport. (page 35).
Should they remain on the table they must remain within command distance of each other.
3. An empty observer transport cannot call for fire but can direct fire its MG. It retains it scout rule
as an independent tank team.
4. Dismounted Observers are treated as independent infantry teams (with the characteristics of its
national origin) and retain the scout rule. (rate of fire 2 /anti-tank 1 / fire power 1)

 

 

HIDDEN SETUP:

1. A screen is setup such that players cannot see their opponent’s initial deployment. Anything
between a small gap at the bottom of the screen and the board can be seen and engaged.
Should shooting occur the screen is removed, normal sequence of play is triggered and the
player who shot first completes their turn.
2. Neither side can initially deploy within 12 inches of the screen
3. In subsequent turns movement can be conducted. A die is rolled on the first turn. On a score of
5+ the screen is removed. For each subsequent turn add an additional die.
4. Once the screen is removed, normal sequence of play is conducted.

 

The enemy side before deployment and after objective markers have been placed.

The friendly side of the table before deployment.  Note the big screens with a small gap at the bottom. It really forces you to do a terrain study before deploying your troops.

 

DIRECT FIRE SMOKE: (page 50)

1. Teams capable of firing direct smoke (eg. Tank Teams) are not restricted by having to fire at a
specific opponent’s team.
2. They may fire at any point on the board within their range and line of sight.
3. Smoke must be fired first before any other shooting.

TANK TRANSPORT ATTACHMENTS:

1. Tank Transport Attachments: (page 19) both parts of the unit operate independently as
separate units, supporting each other, although they deploy as a separate unit. Supporting each
other is defined as; in proximity of each other. Proximity is defined as within 12 inches of an
affiliated infantry unit.
2. Unit Morale Checks: (page 64) If an infantry unit is destroyed or fails its morale check, its transport attachments, that have remained in proximity, are removed from the
game but are not considered destroyed. Regardless where the transport unit is located even if
they are no longer located in proximity of the affiliated infantry unit, they are removed but not
considered destroyed.
3. Victory Points: (page 83) Count separately core units from their attachments that have not
remained in proximity to each other. Under these circumstances if they are both destroyed they
count as two separate units. Two victory points are awarded to the opponent.

My OVERWATCH Rule Suggestion:

I also have a suggestion for an Overwatch rule. One thing that has always frustrated me with Team Yankee and Flames of War is how a unit can be dug in, gone to ground and have their weapons aimed and ranged into a certain piece of ground yet not get to shoot first. I don’t understand how a unit came come out of cover and advance towards me and get to fire first just because its their turn and my guys have to just take it even if tactically they did everything right. I would suggest that we try something like the Air Defence Rules. The only thing that might have to be different is that you just can’t shoot anywhere on the table.  There would have to be some mechanic where you can only shoot along your centre of arc with a left and right amount in inches. We didn’t use this in the game, but I’d like if someone did some playtesting.

A little while ago the boys from Petawawa, which is home to our 2 Canadian Mechanized Brigade Group (2 CMBG) (Facebook), the Canadian Special Operations Regiment (CSOR) Canadian Special Operations Regiment – Canada.ca , 427 Special Operations Aviation Squadron with Griffon helicopters 427 Special Operations Aviation Squadron – Royal Canadian Air Force – Canada.ca and 450 Tactical Helicopter Squadron with Chinook helicopters 450 Tactical Helicopter Squadron – Royal Canadian Air Force – Canada.ca  invited me to make the two hour drive for a game. They set up a 12 foot by 4 foot table and we played 2 v 2. My Canadians joined up with the Germans while we faced off against the Soviets.

I won’t be giving a detailed battle report but will discuss how the rules played out and my thoughts. First up is the Offboard Artillery Rule. This one probably excited me the most. Gone were the games where you put some guns on the table only to have them have to engage in an anti tank shoot with rapid fire tanks or reconnaissance vehicles.  They could now concentrate on doing their job of providing indirect fire support. I figured there would be a big counter battery fire fight to start the game, but that didn’t happen, even though each player brought at least one unit of artillery. I guess we all just wanted to fire at the enemy troops directly in front of us.  Perhaps if there was a turn of counter battery fire before the game starts, one would keep shooting at the other player’s guns until those guns were gone.

I was also looking forward to the Dismounted Observer Rule and I even painted up an observer stand. I put him in a nice hill feature, sent his M113 to the rear, dug him in and had him start doing his job of directing the guns onto targets. My opponents “targeted” him right away. Eventually they would roll a six and I’d roll a 1 or 2 as a save, they made Fire Power and after a couple of turns he was out of the game. Maybe a dismounted observer could get an extra modifier to keep him in the game longer. Or perhaps it was just that he became a priority target for the enemy. Either way, it was nice having the option of a dismounted or a mounted observer.

The Hidden Set Up is the biggest game changer (pardon the pun) here. It forces one to have recce elements in their army and to use them as they are designed. That is, to go ahead of the army and locate the enemy and to provide flank security so that there are no surprises. Once that first unit spots an enemy unit behind the screen all the screens are lifted. And there are usually some surprises to be had. Some bad luck or bad deployments could mean one side is in trouble early in the battle. In our game we made sure to cover all the most probably enemy approaches and got lucky in that the enemy wanted to use the approaches that we had prepared for. The Petawawa guys said that they liked playing this rule with from the short table edges as the units had more room to maneuver before being located.  I’d like to try that in the next game I play.  And perhaps on a much bigger table or with a smaller number of points.

My Canadians initial deployment. Recce right front and the infantry dug into the ruins to deny the Soviets an objective.  They are supported by Leopard 1s in a hide. I have my TOW and ovserves in the woods on the hill to the left of the photo. My M1a1’s, ADATS, mortars and depth platoon are behind the large hill feature waiting to react to Soviets moves. Note the Germans on the left near the church.

The recce has done its job and the screens come up. I’m in perfect position to stop the Soviet threat on our right. They never got much closer than this.

The Direct Fire Smoke rule played out just as predicted. It wasn’t that much different than how the present rule. I didn’t take advantage of the Tank Transport Attachments rule. I’m sure the fact that I was fielding M113’s against BMP’s might have had something to do with it. I kept them close to the infantry to support them. My German ally on the other hand used his Marder 2’s to great effect with their firepower and mobility. They fought well in front of the infantry and kept their small infantry platoons safe from the enemy. You have to be careful though as losing the transport teams will cost you twice the victory points. My strategy would be to get some shots in and them withdraw them to support the infantry once they come under effective fire.

I hope this article inspires Team Yankee players to try some or all of these house rules and share their experiences with other players or in the comments below.

You may have noticed some Canadian vehicles in desert colours in this article.  That is a teaser for my next article on my Desert Storm Canadians.

 

 

Bolt Action: Updating a v2 Reinforced platoon to the new v3 Germans

By Dennis ‘Matt Varnish’ Campbell

Now that Bolt Action is upon us, and more pertinent to me, the new Armies of Germany book, lets see how to update my old v2 army to the new hotness.    When I was collecting for v2, I had one or two of different units, knowing I couldn’t really use more under the Reinforced platoon structure.   While a Rifle Platoon stays pretty much the same with a few added support weapons, you get other vehicles and support weapons and guns in separate platoons now, which means I need more stuff!