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There’s a very interesting thread on The Miniatures Page regarding the ability to re-crew guns with personnel other than trained gunners in the rules set The Sword And The Flame. Since I’m a big fan of these rules I planned on replying with my $0.02 and decided to post it here as well in case the discussion comes up again in the future. I think I’ll post other TSATF rules questions, issues, house rules, mods, etc on my blog as well as time permits and questions arise.
Here’s the post on TMP in the 19th Century page under The Sword And The Flame section:
http://theminiaturespage.com/boards/msg.mv?id=560054
Here’s my reply.
What a great TSATF topic. I like the varied responses. First off, all the answers are right if that’s the way you want to play! Larry always said to play them as we want to.
There is a rule that covers the gun crews.
Section VIII: The Fire Phase
Subsection: B5, Pg 27
Gun Crews: It takes at least two figures to fire an artillery piece or machine gun. At least one of the figures must be a crewman for that type of weapon.
Obviously this infers that figures other than gunners can re-crew an artillery piece as long as there is one gunner left for that type of artillery piece.
Here’s how I do it, as long as there is one original gun crewman left unwounded.
If the re-crew is Navy or Marine personnel they still roll 3 die per gunner. Any other imperial personnel only roll 2 die per gunner. I rationalize it as many Navy and Marine personnel were trained as gunners as well to serve aboard ship while most other branches did not undertake this additional training.
If the crew served weapon is an MG that normally rolls 1D6 for jamb each turn and more than half the crew is untrained, they roll the standard 1D6 trying to avoid a 5 or 6 rather than the usual 6 for a jamb. But that’s just how I do it.
I also make different rules or judgments, most of them scenario specific for the troops involved in that battle or campaign.
But like Larry said, play them how you want to!
Here a few Gun Crews in action for your viewing pleasure.
Egyptian gunners, by Old Glory 25mm Miniatures , serving a Houston Ships 75mm gun on the bow of one of Last Stand Dan awesome handmade gunboats! Figs, Gun, and Boat all built and painted by my buddy Dan.
For my second entry in this years Analogue Hobbies Painting Challenge #12 I will be visiting the planet Vulcan. Each AHPC has a theme, this year the pictured solar system and accompanying interpretations are guidelines to follow, but only for those who choose to. Otherwise participants can paint what ever they want and score according to the standard AHPC criteria. See link below.
The 12th annual Analogue Hobbies Painting Challenge
The setting is Afghanistan, 1920’s, post 3rd Afghan War. Sniping at invaders on the Northwest Frontier is not just a Pashtun pastime, it’s a mandatory full time tactic to dissuade invaders. To counter the sniping on resupply and troop convoys as well as for reconnaissance the Anglo-Indian forces began to deploy Armored Cars.
This Rolls Royce armored car is a 1920’s version with solid tires left over after WWI and shipped to India for hard duty on the Grim.
How does this tie into Vulcan, well, it’s a “logical” solution to a tactical problem, of course.
This vehicle is a 3D printed model, a gift, 1 of 4 armored cars from a long time friend. It’s got the perfect amount of detail and tons of rivets. I drilled out holes in the hull and turret bottom for a magnet and scrap metal to be able to keep the turret rotating without the turret falling off.
Prime Coat: Flat Black spray paint
Body Base Coat: Glidden (paint sample) No1 Warm Caramel
Various Washes around details & rivets: Delta Ceramcoat: Burnt Umber
Wash of Delta Ceramcoat black on tires, radiator/ condenser, and wheel wells.
Tires: PS Grimy Black with a black wash.
High Light: with base coat.
Points: 42
(1) 28mm vehicle points: 20
Planet Points: 20
The rumors of a large Russian force crossing the border from Zebak into the Chitral Territory have been confirmed. Refugees from the pillaging of Zebak in Badakhshan by the Russians have made it to neighboring villages on the south side of the border. It is said that the Russians have Tajik allies with them and have made a strong base in Zebak from which to attack Chitral!
A village on the road to Tirakh Mir has been occupied by the Russians for a night laager. A young man with ties to Umra Khan and related Ali Razah Khan has left his village before the heathen feringhee made camp. Hidden in the foothills above his vill he made a sketch of the camp and his vill to take to the local Mullah. He told his siblings that it is his duty to report this defilement of his country by the northern feringhees.
Ballah Khan, younger brother of Ali Razah Khan has mobilized his forces intent on attacking the Russians in their forward camp at sunrise on the morrow. Local popular forces of the Regular Afghan Army have a fort on the border close by, will they join in the attack?
Hand drawn map made by Bhalla Khan while hiding in the foothills in the southeastern corner.
This game will be run in person at the SMG - South Florida Miniatures Gamers clubhouse, Das Krieg House in Fort Lauderdale Fl. My buddy Bob who’s running the Russians in this campaign is flying in for a visit to play this game. He’s been sending me troops to use in the game for weeks prior and I’ve been painting Russians to add to the battle as well as making custom game cards for all the forces involved. We will be using my favorite set of rules: THE SWORD AND THE FLAME
Here are some of the custom game cards. The front has the movement, fire, and morale charts while the back has the melee stats and mods. They are a half sheet of standard paper in a plastic page protector and kept in a small binder for future operations. The plastic covers also make good coasters for a frosty beer.
Link to the campaign on the Lead Adventure Forum:
Never Trust Anyone on the Frontier