Colonel Mustard Builds a Zvezda Pak 36 Anti Tank Gun

pak 36Colonel Mustard has been busy building and painting a Zvezda Pak 36 Anti-Tank Gun. If you’re looking for inspiration, head over to his website and take a look.

Pak 36 Anti’Tank Gun

 

 

He’s also recently built a Revell PzKpfw III Ausf M and it too looks great.

PzKwf 4

PzKpfw III Ausf M

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Multiple Battle Groups #21

CS CHQ coverStoring Staff Orders

Max decides that he wants to keep as much flexibility as possible when it comes to issuing orders. He uses his Infantry Double Dice Chain (4×2) to store one Staff Order, and his Armour Wild Dice to store another. He now has eight Staff Orders. He can store up to a maximum of 12 (six from each of his battle groups – this is calculated on the total number available, not those currently in the Command Dice Pools.

Boris also wants to increase his Staff Orders and uses his remaining Armour Wild Dice to do so, He has now reached the maximum number of Staff Orders that he can store (five from his Infantry and four from his Armour).

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Multiple Battle Groups #20

CS CHQ coverFirst Command Pulses

As Boris rolled a Command Failure, Max automatically has the first Command Pulse. He uses one of his Armour Battle Group Dice Chains (3) and a Staff Order (9 Staff Orders remaining) to order the Puma to deploy from its Blind and advance with a double move order. After resolving spotting and combat, it is now Boris’ first Command Pulse.

 

 

Boris uses a Wild Dice (6) to order his T–70 to deploy from its Blind and make a single move. After resolving spotting and combat, it is now Max’s second Command Pulse.

Second Command Pulses

Max’s Puma successfully spotted a Soviet Blind last Command Pulse and two Soviet Rifle Platoons were placed on the table. Max now uses the Puma to act as Forward Observer for his two Armour battle group batteries. He uses two Staff Orders to call a Continuous Fire Mission centred on the Soviet infantry platoons. He also uses one Staff Order to call a Single Fire Mission at the same location. Max has now six Staff Orders remaining.

Max now uses an Amour Dice Chain (2) to deploy his company of two Panzer IVs and orders them to make a single move and fire on the spotted Soviet infantry.

Max could have instead used an Infantry Dice Chain to activate a German infantry unit. But he could not have use the Infantry Dice Chain to activate an Armour unit.

It is now Boris’ second Command Pulse. With artillery falling onto his infantry and Panzer IVs firing at them, Boris uses a Dice Chain (5) to order his infantry to Disengage. If Boris didn’t have any Infantry Dice Chains, he could have ordered the infantry to Disengage by using one of his Staff Orders.

Subsequent Command Pulses

Max and Boris continue to alternate Command Pulses until all Dice Chains have been used.

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Multiple Battle Groups #19

CS CHQ coverInitial Barrage

Boris has +1 Initial Barrage Modifier and uses it to target five of Max’s Blinds. After resolving the Initial Barrage the game begins with both players rolling Command Dice for each battle group.

 

 

 

First Turn

German Staff Orders: 8 (12 maximum)

Command Dice Pools
German Infantry Command Dice Pool: 4
Max rolls: 5, 4, 4, 3
The German Infantry battle group has three Dice Chains (5, 4×2, 3)

German Armour Command Dice Pool: 4
Max rolls: 6, 3, 2, 1 (Max discards the 1)
The German Armour battle group has two Dice Chains (3, 2) and a Wild Dice (6)

German Staff Orders: 8 (9 maximum)

Soviet Infantry Command Dice Pool: 4
Boris rolls: 5, 3, 1, 1
Command Failure! Boris passes the two 1s to Max who adds them to his Staff Orders – Max now has 10 Staff Orders.
The Soviet Infantry battle group has two Dice Chains (5, 3)

Soviet Armour Command Dice Pool: 2
Boris rolls: 6, 6
The Soviet Amour battle group has two Wild Dice (6, 6)

First Command Pulses
As Boris rolled a Command Failure, Max automatically has the first Command Pulse. He uses one of his Armour Battle Group Dice Chains (3) and a Staff Order (9 Staff Orders remaining) to order the Puma to deploy from its Blind and advance with a double move order. After resolving spotting and combat, it is now Boris’ first Command Pulse.

Boris uses a Wild Dice (6) to order his T–70 to deploy from its Blind and make a single move. After resolving spotting and combat, it is now Max’s second Command Pulse.

Second Command Pulses
Max’s Puma successfully spotted a Soviet Blind last Command Pulse and two Soviet Rifle Platoons were placed on the table. Max now uses the Puma to act as Forward Observer for his Armour battle group batteries. He uses two Staff Orders to call a Continuous Fire Mission centred on the Soviet infantry platoons. He also uses one Staff Order to call a Single Fire Mission at the same location. Max has now six Staff Orders remaining.

Max now uses an Amour Dice Chain (2) to deploy his company of two Panzer IVs and orders them to make a single move and fire on the spotted Soviet infantry. Max could have instead used an Infantry Dice Chain to activate a German infantry unit. But he could not have use the Infantry Dice Chain to activate an Armour unit.

It is now Boris’ second Command Pulse. With artillery falling onto his infantry and Panzer IVs firing at them, Boris uses a Dice Chain (5) to order his infantry to Disengage. If Boris didn’t have any Infantry Dice Chains, he could have order the infantry to Disengage by using one of his Staff Orders.

Subsequent Command Pulses
Max and Boris continue to alternate Command Pulses until all Dice Chains have been used.

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Multiple Battle Groups #18

Starting Statistics

CS CHQ cover

Max’s Starting Statistics

Initial Staff Orders: 8

German Infantry Battle Group

  • Command Dice Pool: 4
  • Reserve Command Dice: 2
  • Artillery Available: 2 Batteries

German Armour Battle Group

  • Command Dice Pool: 4
  • Reserve Command Dice: 2
  • Artillery Available: 2 Batteries

Boris’ Starting Statistics

Initial Staff Orders: 8

Soviet Infantry Battle Group

  • Command Dice Pool: 4
  • Reserve Command Dice: 3
  • Artillery Available: 2 Batteries

Soviet Armour Battle Group

  • Command Dice Pool: 2
  • Reserve Command Dice: 2
  • Artillery Available: 3 Batteries
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