Regiment of the Day
Continuing the troop experiment, I will have a go with some of my newly arrived Oddzial Ozzmy (O8) figures today.
Put together a few bases of 1939 Polish infantry to see how the O8 stuff stacks up against the 2mm Irregular units.
One word - WOW !
I am impressed, I think the word 'awesome' is overused in the English language these days, however I have to say it - these O8 figures are Simply Awesome !
Wednesday, 23 November 2011
Tuesday, 22 November 2011
Russian BUAs in early Winter
Scenery of the Day
My first shot at doing some scenery for 2mm gaming - I chose (of course), some nameless corner of Russia in early winter, with a few city areas.
The point of this board is to create something that is dirt cheap to make, looks reasonably realistic, and can pack into a small box for transport.
It is made up of 8" square tiles, each divided into 4" square 'sectors'.
As a 'sector' is the basic measuring unit of the game system, each 4" square sector representing 2km square in real life, by having these divisions marked on the board, you can play the game without a tape measure.
Anyway, on to the piccies :
My first shot at doing some scenery for 2mm gaming - I chose (of course), some nameless corner of Russia in early winter, with a few city areas.
The point of this board is to create something that is dirt cheap to make, looks reasonably realistic, and can pack into a small box for transport.
It is made up of 8" square tiles, each divided into 4" square 'sectors'.
As a 'sector' is the basic measuring unit of the game system, each 4" square sector representing 2km square in real life, by having these divisions marked on the board, you can play the game without a tape measure.
Anyway, on to the piccies :
![]() |
| A 3' x 4' table, divided into 4" square sectors = 20km wide, 28km deep. |
Playstesting Begins !
Battle of the Day
First few rounds of playtesting begin, using scraps of paper for the units, and unpainted scenery to get an idea of scales involved.
I wont go into too many details about the actual battle, because it looks extremely boring without decent terrain and troops ... but I will try and caption some of the photos with interesting discoveries that come up during the playtest game.
First few rounds of playtesting begin, using scraps of paper for the units, and unpainted scenery to get an idea of scales involved.
I wont go into too many details about the actual battle, because it looks extremely boring without decent terrain and troops ... but I will try and caption some of the photos with interesting discoveries that come up during the playtest game.
![]() |
| Initial Deployment from the Russian side - There are 2 infantry Divisions in position in the BUAs on the left and centre, and a Tank Division held back in reserve on the right flank. |
Monday, 21 November 2011
1943 German Division
Division of the Day
Some first prototype units for 1943(?) German Divisions.
Just playing around with ideas, using 2mm Irregular figures from Eureka.
Seeing what works, and what doesn't work so well at this scale.
Some first prototype units for 1943(?) German Divisions.
Just playing around with ideas, using 2mm Irregular figures from Eureka.
Seeing what works, and what doesn't work so well at this scale.
Sunday, 30 October 2011
Welcome All !
Welcome to this exciting new project ...
Diving into 20th Century Corps-Level gaming in 2mm scale as a side project.
Developing a compact, fast flowing gaming system aimed primarily at WW2 Eastern Front for use with 2mm Pico Armour. (1/600th scale).
Painting Armies, building terrain .. and developing a freely available set of rules for gaming this period.
All ideas shamelessly copied from other similar rules - KISS Rommel, Hurrah Stalino, Pz8, etc.
Fight Multi-Day battles with several Divisions of troops per side, at a scale of 1 base represents 1 battalion (approx). Uses an innovative command and control system that is simple in concept, but challenging to master.
2 Levels of command, with PIP based activation.
Corps level command - sets Divisional orders at the start of day, and has it's own reserve of Corps PIPs/
Divisional level command - DHQ moves during the day, in accordance with orders, but has it's own pool of PIPs to extend those orders if and when required.
Comprehensive combat resolution engine that uses familiar gaming mechanics - simple to pick up and understand, consistent in their approach, and only requires 1 small Quick Reference Sheet and a D10.
Uses a simple but effective morale and troop grade system that requires zero paperwork. Better grade troops are not superhuman, they are instead far more resilient over the course of a longer battle. Using the KISS Rommel approach, defeated battalions are deemed to be 'dispersed', and can be collected together and put back into battle by HQ units during each day.
Games are fast flowing, with emphasis on the following :
- Player involvement : planning orders for the day is critical.
- Combined arms are essential for success.
- Tanks are very powerful, but almost useless if left on their own.
- Artillery is essential, but artillery support is integrated into the combat engine as a supporting arm of the main assault or defending force.
- Divisions are subordinate to Corps command - they are restricted in their actions and reactions depending on Corps level orders. Divisional PIPs allow for some initiative and flexibility in Divisional commands.
Aimed at providing a playable game for the middle of the 20th Century - massive battles on the Eastern Front of WW2. However the core of the game system is general purpose enough to be adapted to the following, with only supplimental data added to the types of units involved, and the OOBs to cover :
Russo Japanese War, The Great War of 1914-1918, Interwar years .. period of revolutions and civil wars. WW2. Post war major conflicts, including Korea, Vietnam, etc.
Cold War hypothetical battles.
As the core rules are set on the Eastern Front of WW2, consideration is taken of the effects of partizan actions on the Grand Tactical scale. As this is already covered in some detail, the core rules are easily adaptable for Post Cold War assymetric warfare - Middle East, Afghanistan, Africa, Balkans, Imaginary 20th C nations and conflicts, etc.
And best of all .... the gaming system is freely available under a creative commons license, and will always remain so.
Diving into 20th Century Corps-Level gaming in 2mm scale as a side project.
Developing a compact, fast flowing gaming system aimed primarily at WW2 Eastern Front for use with 2mm Pico Armour. (1/600th scale).
Painting Armies, building terrain .. and developing a freely available set of rules for gaming this period.
All ideas shamelessly copied from other similar rules - KISS Rommel, Hurrah Stalino, Pz8, etc.
Fight Multi-Day battles with several Divisions of troops per side, at a scale of 1 base represents 1 battalion (approx). Uses an innovative command and control system that is simple in concept, but challenging to master.
2 Levels of command, with PIP based activation.
Corps level command - sets Divisional orders at the start of day, and has it's own reserve of Corps PIPs/
Divisional level command - DHQ moves during the day, in accordance with orders, but has it's own pool of PIPs to extend those orders if and when required.
Comprehensive combat resolution engine that uses familiar gaming mechanics - simple to pick up and understand, consistent in their approach, and only requires 1 small Quick Reference Sheet and a D10.
Uses a simple but effective morale and troop grade system that requires zero paperwork. Better grade troops are not superhuman, they are instead far more resilient over the course of a longer battle. Using the KISS Rommel approach, defeated battalions are deemed to be 'dispersed', and can be collected together and put back into battle by HQ units during each day.
Games are fast flowing, with emphasis on the following :
- Player involvement : planning orders for the day is critical.
- Combined arms are essential for success.
- Tanks are very powerful, but almost useless if left on their own.
- Artillery is essential, but artillery support is integrated into the combat engine as a supporting arm of the main assault or defending force.
- Divisions are subordinate to Corps command - they are restricted in their actions and reactions depending on Corps level orders. Divisional PIPs allow for some initiative and flexibility in Divisional commands.
Aimed at providing a playable game for the middle of the 20th Century - massive battles on the Eastern Front of WW2. However the core of the game system is general purpose enough to be adapted to the following, with only supplimental data added to the types of units involved, and the OOBs to cover :
Russo Japanese War, The Great War of 1914-1918, Interwar years .. period of revolutions and civil wars. WW2. Post war major conflicts, including Korea, Vietnam, etc.
Cold War hypothetical battles.
As the core rules are set on the Eastern Front of WW2, consideration is taken of the effects of partizan actions on the Grand Tactical scale. As this is already covered in some detail, the core rules are easily adaptable for Post Cold War assymetric warfare - Middle East, Afghanistan, Africa, Balkans, Imaginary 20th C nations and conflicts, etc.
And best of all .... the gaming system is freely available under a creative commons license, and will always remain so.
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