11 February 2017

Unit Activation System

I ran into Mark Kniveton at Vapnartak at the weekend and we discussed plans for Crisis Point.

Mark mentioned that he has in the past struggled with the Arc of Fire activation system because he had trouble remembering which unit was which when comparing the units sheet with what's actually on the table. The next card's a red Ace... yes that's one of mine... Oh yes, it's second infantry squad... now which one was that...?

I was able to reassure Mark that this wouldn't be the case this year because I've adopted an alternative system from elsewhere.  I've adopted and indeed adapted it, in fact, from Buck Surdu's Combat Patrol as described on the Meeples and Miniatures podcast.  The system uses a modified activation deck.

The New Activation Deck

There will be an activation deck for each table. This deck will consist of the following cards:

  • Red cards 1 to 6 (one of each)
  • Black cards 1 to 6 (one of each)
  • Blue card 6
  • Red Joker
  • Black Joker.

Unit Activation

Units will continue to be defined as previously in Arc of Fire - roughly squad sized (though representing companies in our bath-tubbed game.

At the start of each turn a d6 is rolled for each unit.  The unit is marked with the resulting Activation Number (either with a numbered counter or by leaving a die next to it).  Let us suppose our unit has scored 6.  

When the Red 6 card comes up, the unit activates and wounded and non-wounded figures (the latter having red markers) can act.

When the Black 6 card comes up, the unit activates but only with non-wounded figures.

When the Blue 6 comes up the unit may activate (with wounded and non-wounded figures) but only if the unit is designated as "aggressive" in the army list. 

The Jokers continue to have the standard Arc of Fire function. If the Red Joker comes up first, a random event follows the draw of the Black Joker.

If competing units have the same Activation Number, the unit with the lower TAC score gets to choose whether to go first or second.

Optional Additions

If a tank or armoured car has the an Activation Number of 6 and the Blue 6 card comes up, it is subject to an additional effect depending on the vehicle type:
  • Whippet - make an additional move activation
  • Renault FT - make an additional move activation
  • Mark IV - immobilised by engine failure
  • Mark V - crew must abandon the vehicle for two whole cards due to heat exhaustion
  • any armoured car - make an additional move activation if on-road, bog down if off-road.

07 February 2017

Crisis Point 2016 Table Layouts

Here are my proposed layouts for the tables over which this year's game will be played.

The table sizes are not to scale.  

Here are some indications of what each table might look like. The availability of terrain will influence this, in both directions; if we can't build a table that way for lack of suitable terrain pieces, we won't.  If we get a particular terrain piece that just begs to be used, we will.

Table 1- Caucasus Front covers the trenches of the Caucasus Front where the Turks and Russians have been fighting for years.  Now only Andreivian (and perhaps Armenian) forces stand in the way of a Turkish breakthrough. 

Table 2 - Black Sea Coast covers the western side of Andreivia, in particular the Black Sea coast:

Designed with a couple of story seeds in mind, this table needs a fair amount of dedicated terrain but I'm sure we can do it.

Table 3 - Tcherbevan covers dear old Tcherbevan and surrounding districts.  I haven't at this stage tied the village names and locations back to the 1990s map but this can be done at our leisure.

And then there's Table 4 - Eastern Andreivia.  This represents the whole of eastern and southeastern Andreivia heading down to the border with the short-lived Republic of Mountainous Armenia (look it up: it really existed).

In all cases the exact layouts of the tables aren't crucial.  What counts is giving us interesting and varied terrain over which to fight (or in some cases not fight).  More on player roles to follow.

Table 5 is the special table.  On Saturday morning it represents the National Museum of Andreivia.  Who knows what it might represent at other times!

14 January 2017

Of Bathtubs and Sandboxes

Check out my post over at The Land of Counterpane.  It could well have sat here but I reckon it'll get read by more people over there.

16 November 2016

1918 - Andreivian Artillery

The withdrawal of Russian troops from the Caucasian Front after the treaty of Brest-Litovsk left a power vacuum in the eastern Black Sea region.  The Andreivian state quickly moved to reconstitute its army using whatever military hardware it could acquire. 

Improvised vehicles were common - this artillery supply wagon for example...

The ubiquitous French 75 was widely used by Andreivian artillery units.

The Andreivian People's Horse Artillery (formerly Royal Horse Artillery) wore brown busbies with cobalt blue bags.

12 November 2016

1918 - Andreivian Infantry

I'm on a bit of a roll, now, building up towards Crisis Point (8th and 9th April 2017).  The theme is Andreivia: Dawn of Liberty?  - Andreivia in 1918.

I'm really looking forward to trying out an alternative Russian Civil war version of Andreivia.  These guys form the first part of my Andreivian Army forces.

29 October 2016

City Walls

Been busy working on some terrain for next years Crisis Point weekend. The plan is that these walls can be used in any of our Andreivian games and also in some of my games in Shed HQ.

Please check out my blog http://atomicrenegade.blogspot.co.uk/2016/10/andreivia-city-walls-wip.htm

Air Support for the Government

The 31st Attack Helicopter Regiment of the Andreivian Airforce was equipped with Mil 24 Hinds as result of an arms deal with the Soviet union in the mid-1980s.

Here we see one of the regiment's aircraft soon after take-off from Lake Kikhide Air Station.