Showing posts with label Krasnovia. Show all posts
Showing posts with label Krasnovia. Show all posts

Saturday, November 12, 2011

Force on Force

Played my first two games of Force on Force with my son. Kept it simple by making them all regulars but gave a TQ and MQ advantage to his forces and they wiped me out twice.

Still getting a handle on the reaction system but the basic game mechanics are fairly simple.





Sunday, November 6, 2011

Krasnovian Reinforcements


These are the last of my modern skirmish figures. A mixed bag of police, rebels, thugs, pimps, civilians, and others that can be used for modern battles and in my future sci-fi project.




Saturday, October 15, 2011

Krasnovia is Mature

After accomplishing little in September, October has been turning out very well.

I have finished the last of my modern generic 15mm figures for my Krasnovia modern imagi-nation skirmish gaming. Several different groups of figures including more police, some mercenaries, civilians, and many others.

This makes the Krasnovia project mature. By that, I mean that my on hand figures are done and I will only add to the project as the mood strikes. I don't consider any projects ever complete...just mature.

Next up I am moving into sci-fi and ancients. Have some figures primed and will start painting the Chewks from Khurasan today.

Pictures of the Krasnovia figures will follow when my Litko base order arrives.

Sunday, October 9, 2011

Jail Break

After having some of the gang captured while trying to buy some new weapons, the King's Grand Legion under the infamous Black Death Seamus prepare to launch a rescure operation by attacking the government forces guarding the local jail and police barracks.



The prison in the bottom right corner.

Three teams start the attack.

Seamus and crew move up one flank using the buildings for cover.

The allied troops run into heavy fire in the middle and suffer some casualties.

Maurice takes up an overwatch position.

The speed of the attack catches the defenders unprepared.


The attackers move on the jail from three sides.

The last of the police surrender and all the prisoners are set free.

The renagade government troops that sided with the KGL have one returned to duty, one wounded, and one killed in the rescue operation.

Saturday, September 17, 2011

Father and Son gaming

My son wanted to do a similar battle to my last Krasnovia battle on the same small board with the MBA Italian Village buildings.

He fielded a dozen soldiers in a three way battle with some law enforcement and masked gunmen.

He played well until risking a helo landing in the courtyard after I gave him repeated warnings. I commended his desire to not want to leave any soldiers behind. I did not get a good picture of the crash site!

Picking up supplies in the truck.

An aerial view of the battle zone.

1st box of supplies loaded.

Still doing well, but casualties starting to mount.

One of the cops takes down a soldier before getting hit in return.

The final butcher's bill...only two soldiers made it out in the HMMWV.

A very fun game. He has the Flying Lead rules down...just needs to exercise some judgement on when to risk it all.

Tuesday, August 23, 2011

Buy gone bad

I played the first battle in my imagi-nation modern skirmish campaign. My rebel group, The King's Grand Legion, is at a small town to purchase arms and ammunition. A small group of unknown assailants shows up to ruin the buy. This is sure to be trouble with a Federal Police outpost just down the road.

The quiet town of Vodkagrad. The group is spread out pulling security while the negotiations get underway.

Roland leads the negotiations with Angela pulling security (more on the names later).

A trio of masked gunmen emerge near the orchard.

Things are going well so far.

Until a fire fight breaks out. Crystal goes down lightly wounded, but Kesha kills one of the attackers and knocks another out of the fight. The third tries to slip into town only to get blasted by Genessa.

All the shooting brings in some unwanted company.

Two Federals lead a six pack fo local fuzz.

A fierce firefight breaks out. Tommy goes down while Seamus ends up killing one cop and wounding another. Roland is caught in the open and captured.

Doc, Crystal, and Kesha also fall into Federal hands.

Maurice recovers from being shaken up on teh balcany just in time to jump out the window and run after the fleeing truck full of his comrades.

The end result is a busted supply buy and five of the crew taken into Federal custody. Two of the masked gunmen were killed and the other heavily wounded. One of the police officers is also heavily wounded and one killed. This is sure to bring some heat on the movement.

Seamus gathers the remaining members and takes stock of the situation. In order to gain some legitimacy, they will have to strike back...a prison break is in the making. The KGL will also have to find out sent the masked gunmen.

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Played this game with the Flying Lead rules from Ganesha Games.
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Krasnovia is my imagi-nation modern country that is crumbling with all kinds of rebel, independance, and criminal elements...plus the hard pressed government police and army.

The King's Grand Legion is a center-right group advocating for a return of the King in a constitutional monarchy with a strong senate.

The small core of the Legion consists of:

Black Death Seamus (code name): Q3, C2, automatic rifle +2, Hero, Leader ---Group leader and former officer in the Katzian army. Dedicated to returning the king to the throne.

Genessa, Dutches of Bartley: Q3, C2, automatic rifle +2, Hero, Leader --- Second in command; distant relative of the king.

Roland: Q4, C2, automatic rifle +2;

Tommy: Q4, C2, automatic rifle +2; Body Armor

Maurice: Q4, C2, automatic rifle +2; Marksman

Kesha: Q4, C2, automatic rifle +2

Crystal: Q4, C2, shotgun +2

Trixie: Q4, C2, shotgun +2

Angelina: Q4, C2, pistols +2; Fast (long move)

Shakira: Q4, C2,

"Doc" Holliday: Q4, C2, pistol +1; Medic

Charlie: Q4, C2, automatic rifle +2; Stealthy

[The names are inside jokes with my wife and son]

Friday, July 8, 2011

Mercenaries

A force of mercenaries/contractors guarding a VIP. More figures for the Krasnovian Campaign.

Thursday, July 7, 2011

Masked Gunmen

Group of masked gunmen...good for several uses. Rebels, insurgents, terrorists...you name it.

Wednesday, July 6, 2011

African Militia

A large force of African militia. Armed with RPGs and AK47s.

Tuesday, June 21, 2011

African Military

A set of 27 generic African Military figures. These will be used in the Krasnovia campaign. Painted them with a reflective green base and iraqi sand camo.

Monday, June 6, 2011

Krasnovia

I am planning some structure to my 15mm generic modern skirmish gaming.

I was inspired by several things such as:
A Very British Civil War
Twighlight:2000
AK-47
Lebanon
Yugoslavian Wars
Lybia
Somalia
Post WW I Europe

So The Republic of Krasnovia is born! The name comes from the fictitious nation used by the US Military to represent a Soviet trained army for use during training exercises. It featured heavily in training at the National Training Center at Fort Irwin, CA.

My Krasnovia is a mess. Lots of political, ethnic, religious, and other factions fighting for control of key locations. Most are focused around the capital, but some others will be included.

I will have a latter post with some of the locations and factions. Your feedback is always welcome.
I am planning on a simple association map instead of any specific layout. Easier to track a campaign this way.

The rules will be Flying Lead (SOBH) for individuals and Force on Force for any squad/team engagements.

The figures will be 15mm from several sources:
Peter Pig
Rebel Minis
Khurasan
The Scene
Blaze Away
QRF
GZG

Some of these will do double duty in my future sci-fi plans.


Some of the key areas/buildings are listed below.
Any other suggestions?


Refugee Camp

Woods/forest/wildlife preserve

Highway

Canal

Bridge

Church

Mosque

Farms

Reservoir

Newspaper

Cemetery Hill

Radio Station

Water Plant

Airfield

City Hall

Armory

Rail Road

TV Station

Rail Station

Bank

Mint

Treasury

Post Office

Downtown (commercial district)

Hospital

Barracks

Tele-exchange

Police Station

Fire Station

Suburb

Power Plant

Nuclear Plant

Mill

Industrial Section (petro-chemical)

Harbor

Lighthouse



The main countries in the area are listed below:

Republic of Krasnovia:

Islamic Republic of Parumphistan: Eastern neighbor that is exporting a violent form of radical Islam.

Republic of Mohave: Southern neighbor controlled by a corrupt government beholden to powerful drug gangs.

Republic of Atlantica: This is a regional power to the North that is intervening in an attempt at peacekeeping/peacemaking.

Regional Cooperation Council:

United Nations Mission-Krasnovia: (Force K)



Some of the various factions fighting for control (generaly listed from the far right to the far left):

Krasnovian National Party:

People's Phalange:

Royal Army of the People: A group of nobles advocating for a return of the king as a figurehead for the oligarchy.

Christian Coalition of Krasnovia

King’s Grand Legion: A center-right group advocating for a return of the King in a constitutional monarchy with a strong senate. [This is my main faction]

Government of Krasnovia: This is a weak coalition government that is slowly fracturing.

Mohave Cartel

Parumphian Brotherhood

Krasnovian Workers’ Union

Central Committee of Krasnovian Communists

Sunday, June 5, 2011

African Rabble

Some well armed African militia. RPGs, MGs, AKs...good firepower. Will serve as another Krasnovian faction.

Saturday, June 4, 2011

Russians

A dozen figures for use in Krasnovia. These can be used for several factions.

Friday, June 3, 2011

Police, agents, and rioters

Three groups of figures for skirmish use.

Friday, March 18, 2011

HMMWVs

Two QRF brand HMMWVs requested by my son. He likes to bring in reinforcements during our games.

Sunday, November 28, 2010

Escort Duty Battle Report

Played a game of Flying Lead with my son. This is the Ganesha Games skirmish game using the Song of Blades and Heroes rules. I took some ideas from the Hearts and Minds supplement too..I made a set of cards for events to happen as the game progressed. There are cards for the enemy to appear, civilians to show up, a news crew, IEDs, sniper attack...


A US squad (9 men) with attached medic has a mission to link up with an informant at the mosque and escort him back to the pick up point for a helicopter extraction. The objective is at the end of a dirt road running through a few buildings.
 The squad moves out with the SAW gunners taking up positions on both flanks. SPC Jones checks out a parked truck...
 They can see the objective down the road...
 BOOM! an IED blows up the truck but Jones escapes with a few bumps and bruises [lost by 1 but his body armor protected him]...
A news crew responds to the IED blast...
 Locals come out to see what is happening...
 SNIPER! a single shot rings out killing CPL Baker [rolled a 6 vs a 1]...
 The news crew interviews one of the soldiers while also filming the dead body...
 Despite the loss of Baker, the patrol links up with with informant and his body guards...
 They move out to join up with the other fire team...
 Just in time for some insurgents to come over the hill and block the path to the LZ...
 BOOM! Another IED rips into the team. SPC Brown (medic) is killed while CPL Grant, a civilian, and one of the body guards go down wounded. The informant is unhurt but shaken from the blast...[this was a key part of the battle, I had drawn the card for this IED before and rolled to see how many turns before it went off (2)...the "civilian" who had been working by the truck had started running away when I drew the card as an indicator...my son picked up on the running but thought he was going to get more insurgents, not setting the bomb]
 The insurgents wound SPC Smith and move in to take him prisoner...great fotage on the news...
 AMBUSH! Insurgents open fire from the house by the IED site, wounding Staff Sergeant Bradley...With casualties out of hand, the squad calls in the helo to make a hasty pick-up...
 The casualties are carried to the extraction point...
 SPC Wayne earns the Silver Star for carrying the wounded CPL Grant to the dust-off...
The squad accomplishes the mission but at a heavy cost:
1 POW
2 KIA-missing
2 WIA
1 Died of Wounds (body guard)

This game was lots of fun even as things went south for my son's squad. The sniper shot was a lucky roll  {after my son picked a card from the middle of the deck instead of taking from the top---his own fualt}, and the timing on the second IED as too funny. My son likes to ask to drive the trucks so they were a natural draw, and he took lots of time checking each building along the route {this caused extra card draws}.

I stopped pulling cards after the 2nd IED as things were getting very ugly. Tried to reinforce the need to not leave anyone behind, and he did have a collect all the wounded he could...but two were out of range, and the last was dead...he left him behind because the insurgents were closing on the LZ.