Showing posts with label Modelling. Show all posts
Showing posts with label Modelling. Show all posts

17 December 2025

A Note on Scales

Introduction

The purpose of this post is to provide some brief words on 4 different scales that wargames rules should address. The intention is to provide background information to be referenced by future posts. Version 2 of Chain Of Command (COC2) is referenced to illustrate the scales. The scales are addressed alphabetically, below.

Ground Scale

Ground scale is the ratio of distance on the table to the real world. The ground scale for COC2 is 1:120 so 1" on the table represents 120" = 10' in the real world; hence, 12" on the table represents 120' = 40 yards in the real world. Clearly, the distance across the table a unit may move is determine by the speed the unit was capable of and the ground and time scales.

Ground scale is also used to derive the range of weapons (eg, arrows, muskets and machine guns) used in distant combat.

At The Sharp End (ATSE) is a set of rules (from TooFatLardies - the publisher of COC2) for campaigns of COC games; a campaign is a series of games in which the result of early games influences the start conditions for later games; for example, a character killed early in the campaign is unavailable to take further action in the campaign and may or may not be replaced by a different character.
ATSE confirms the ground scale to be 12" represents 40 Yards and states this is defined in COC (which I've not read) but I've found no reference to ground scale in COC2.

Model Scale

Historical Tabletop Wargames (HTW) are played with scale models of real world objects. Model scale is the ratio of the size of the model to the real world size of the item it represents. The model scale of 1:100 indicates that 1 centimetre of a model represents 1 metre (100 centimetres) in the real world. A model scale of 1:100 equates to a figure that is nominally 15mm tall when standing, which is sometimes referred to as a scale of 15mm - note that the distance from sole of boot to eye is 15mm for a 15mm figure - not sole of boot to top of head - please don't ask me why.

For World War 2 (WW2), this is approximately consistent with the mean height of soldiers. At 1:100, 15mm represents 1.5 metres = 4' 11". This Wikipedia article includes the comment 'an average height of 1.65 to 1.70 meters was aimed for' by the German army early in WW2. Those extra couple of mm of model, from eye to top of head, make up the difference. Compared with heights of Europeans today, the mean height of a soldier in WW2 was short; heights of 5'6" to 5'8" are quoted in several places in t'interwebrary.

Generally, models (eg, vehicles, buildings, plants, walls, width of rivers and roads, etc) should be built at the model scale so that the models look 'right' when placed in close proximity on the table.
Differences between Ground and Model scales are normal within HTW. COC2 played with 1:100 models and a ground scale of 1:120 represent a relatively close match between these scales.

Organisation Scale

Some HTW rules are intended for actions between very large forces; for example, many rules for the English Civil War/ British Civil Wars have an organisational scale of 1:20 so a company of nominally 100 men, typically commanded by a captain, would be represented by 5 infantry figures.

COC2 is a skirmish level game. The core of each force is a platoon, typically of 30 to 40 men; hence, the organisational scale is 1:1 - one model represents one real person/ vehicle.

Time Scale

As previously noted, time scale works in conjunction with ground scale and speed to derive distances that models may be moved. In common with some other 'modern' rules for HTW, COC2 has a variable time scale. Based on a mean move distance of 7" for infantry moving at Normal speed (roll 2d6), and assuming the guys are jogging over a relatively short distance at circa 6 miles per hour, the duration of a Phase in COC2 is in the order of 8 seconds.

In addition to the distance moved, the time scale influences the amount of metal that can be fired (distant combat) or thrust (close combat) at a target each Phase of the game; hence, the potential amount of damage that can be caused.

Correction

This article was originally posted on 17Dec25 with the erroneous value of 24 seconds for an indicative duration of a Phase of COC. The correction to circa 8 seconds was made on 18Dec25.


16 January 2021

Review: 'Axis Forces in North Africa 1940-43' - Claudio Antonucci

Today, I received in the post, a used copy of  'Axis Forces in North Africa 1940-43' by Claudio Antonucci. 

It's an excellent picture book of 52 pages roughly A4 in size. It has lots of hand-drawn plates, all accredited to the author in 2005 and black and white photographs taken during the campaign; useful details are provided with the pictures. It also contains 5 pages of historical summary.

The book would be great for modellers. It provides details of uniforms and personal equipment.

The most memorable observations from this book were:

  • The Italian uniforms appeared poor quality; apparently, Italian troops often appeared dischevelled.
  • The Italians often wore captured British uniforms; presumably because they were better quality than their own; although, this could have been a means to display trophies.
  • Some Italians wore British Commonwealth badges; again, maybe a display of trophies.
  • Italians and Germans wore desert and European uniform; maybe too little desert uniform to go round. 
Quantities of Pictures
Plates     Italian        26
Plates     German     19
Photos    Italian        42 
Photos    German     58

12 January 2021

How Best to get into a New Period for Wargames (or What Comes First, the Chicken or the Egg?)

Introduction

One attraction of the hobby of Historical Tabletop Wargames (HTW), is the variety of associated facets. Over the years, I've had several false-starts back into HTW, that were probably due to the incorrect sequence of adoption of the facets. 

This post is intended to help wargamers benefit from my experiences and eliminate false-starts. This post discusses: four facets of the hobby; a recommended sequence to pick up these facets as interest in a period develops; and experiences that have led to the recommendation.

Facets

The four featured facets are listed below in the sequence recommended for their adoption; although, note that some overlap is essential:

  1. History - factual and fictional material
  2. Rules
  3. Modelling - figures
  4. Modelling - terrain

Discussion

History

Books on the history of the western desert during WWII
For some wargamers, the history associated with a period is what really fires their imagination and motivates them to battle. History provides context and explains why an army completely composed of elite units with the latest equipment would be unusual.

History also influences: the types of units to be fielded and their characteristics; the appropriate range of ratios of quantities of unit types; what the units should look like; methods of communication; the terrain and weather with which the troops had to contend; and the rules likely to be appropriate.

Mistake: In circa 2005, I developed an interest in the Napoleonic era, found some simple rules I liked, purchased a 15mm French army, then started to read up on the history. From the history, I learned that the rules were far too generic and ignored the differences in tactics; hence, were unrepresentative of the time. This knowledge meant I'd be unable to enjoy a game with the rules so I lost interest in the period.

Lesson: Have a reasonable knowledge of the period you wish to wargame before you invest too heavily.

Rules

A visual representation of yin-yang

The rules are key to the enjoyment of a game. As with most things in life, to find rules that wargamers enjoy they must understand themselves and be able to identify the yin-yang of each set of rules they may wish to use. 

What do you want your games to represent? As a commander, what type of challenge do you want to solve; maybe: how does my section clear this building when we've only limited ammunition and without being picked off by the sniper; or how can I secure this supply route without taking too many companies from defence of the front-line?


Rules appropriate for skirmish, where the wargamer effectively takes the role of an officer of rank from Corporal to junior Officer, are likely to be relatively detailed, with one minute or less represented by one game turn and probably significantly less than 100 troops represented on the battlefield.

Contrast this with a brigade or divisional level action, where the wargamer's role is that of a general. Rules need to be much less detailed; we're interested in the big picture with potentially thousands of troops represented (although, unlikely to be present) on the battlefield; one game turn represents perhaps as much as one hour or more.

Skirmish rules would be completely inappropriate for divisional level action. The wargamer would probably be bogged-down with records and distracted from the thought processes necessary to enjoy the action. Likewise, a skirmish action would almost certainly be impossible with rules intended for high-level formations.

Additionally, mechanisms used in rules to represent outcomes are an important characteristic. Do you prefer: for measurement - tape-measure or hexes; for combat resolution - long lists of parameters that may influence the outcome or leave it all to chance (or somewhere between the extremes); etc.

A small selection of rules for wargames
Clearly, rules for HTW must: be representative of their historical period; provide wargamers with the stimulation they seek; avoid too much detail so that they remain a pleasure to use. 

Rules determine how troops are represented on the battlefield and the appearance of those troops and the battlefield; hence, influence the modelling facets of the hobby.

Mistake: In 2017, I started to wargame the 1642-1651 English Civil War (or whatever it's called when you read this). I read up on the history and found a few rules for the conflict but none of them felt quite right. Over a period of about 3 years, I tinkered with rules but found that I was going round in circles; one version would have too many bases to move, another would fail to represent the different ratios of Pike to Shot in units; I felt more comfortable with hexes (see this post) but most available rules used physical measurement devices; etc, etc. I've yet to find/ develop rules I'm completely happy with for this period but currently believe Snaphance may bear fruit.

Lesson: Understand what type of challenge you seek from your battles; hence, the granularity required of the rules. Be clear about the mechanisms you enjoy and those you don't.

Modelling

A village in Normandy *
For many wargamers, one of the pleasures of the hobby is the visual impact of figures on a miniature battlefield and the creative modelling work to achieve it. Also, there's a plethora of new and used (well painted) figures and terrain for wargames available on the internet so you can save time and money by buying them.

Figures

A unit of Pike and Shotte

Wargames rules can be clear on the appearance of troops and their equipment and how they are presented with regard to Ground Scale and the size of stands for troops. Consequently, much time spent on modelling troops before rules are reasonably firm can be time wasted. The 15mm Pike and Shotte that are pictured, were purchase as used (and painted); I rebased them for the rules I used at the time but the jury is out on whether they'll be rebased.

Note that whilst getting to grips with and/ or developing rules, you need something to play with so use simple figures or attach only one figure to a stand ultimately intended for many figures and don't bother to make the stand look too pretty.

* This image was stolen from 'Panzer Marsch!' WWII wargames rules by Graham Birkley and Steve Dunn. At the time of typing, Graham sold wargame scenery commercially. To my eye, this is model-railway quality and a pleasure to behold.

Terrain

Similarly, wargames rules can be clear on the quantity and size of terrain items so creation of that amazing hill may be premature if you construct it before you've firmed-up on the rules you intend to play with.

Mistake: In the noughties, my interest in the western desert during WWII was rekindled. I purchased the Wargames Research Group rules for the period, then started to build a modular terrain system based on these rules. The terrain was never finished and only part of it was used in anger and then on only one occasion!

Three scratch built tank transporters in cover with a Dorcester in a wadi as their loads trundle toward a fold
Lesson: Concentrate on playing so you can get the rules right and enjoy the game. If need be, play these early games with crude representations of figures and terrain. As rules firm up, enhance your pleasure with improved aesthetics when you have the time, money and inclination. If you're happy with cardboard counters such as seen in boardgames, then why change to figures and terrain?





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