Saturday, 17 January 2026

'4th Armoured at Burgdorf, 1985' - with Fistful of TOWs 3

 This game is based on the 'Burgdorf' scenario on page 24 of the superb Bruce Rea Taylor 1984 scenario book - Battlezones : Scenarios for Ultra Modern Period. That scenario itself is based upon the first engagement in the seminal novel Chieftains by Bob Forrest Webb, written in 1982, based on some of Hackett's Third World War publications. Phew, you have to love the 80s!

 

(There may have been a few 'phissssssssssssh' impressions due to Milan)

Outnumbered British in their prime, complete with Chieftain with a crap Leyland engine, and FV432 with crap everything else...

 

Now the scenarios assume WRG or Challenger, hence they are on a 8x6 table with 1"=50m, at 1 model=1 tank. Double this up to 1"=100m, and you have a suite of mini scenarios on a 5'x3' table for 'Fistful of TOWs 3'.

One of the superlative works by the late Bruce Rea Taylor

 

My intent with these was to get my head around the game off the back of recent advocates on Little Wars TV, and that the rules are 'on the list' to be used. 

A book rivalled in its time, only by James Rouch's 'The Zone' series; but that, is another story. 

 

I have a decent collection of 1/200 British and Soviets which look superb (as I didn't paint 'em).



 The British have elements of a Battle Group, with a squadron of Chieftains as the backbone, facing 2xtank battalions, a motor rifle battalion and a Hind-D.

NEVER let me play with editing software for pics...just don't

 

Now, I won't go into detail on movement, and understandably the turn sequence is very intuitive, with options for overwatch (firing in enemy movement phase) and holding fire (firing in enemy fire phase). Quality Checks are the core of the game..so poor troops with a propensity to fail them when tasked, tend to disappear. Here is an example of firing:

 

  • Chieftain: Front Armor 12 ; Main Gun Penetration 14 ROF 3, Effective Range 24"
  • T-72 (Soviet Tank): Front Armor 10 ; Main Gun Penetration 14, ROF 2, Effective Range 16".

Assumptions for this example:

  • Effective range (e.g., 20"; no close/long mods).
  • Front-on shot (T-72 facing the Chieftain).
  • Clear LOS, spotted (auto-spotted <10" or via spotter).
  • No cover/terrain saves, day visibility, no suppression/overwatch.
  • Crews: NATO "Good/Average" (+1 to-hit mod, QC 4+); Soviet "Average" (0 to-hit mod, QC 5+).

    Declare Fire: Chieftain stand declares shot at T-72 stand (all fire vs. target declared before rolling; target priority: nearest enemy, but can ignore already-shot/infantry/etc.).

    To-Hit Rolls: Roll d6 equal to weapon ROF (3). Hits on 4+ base (guns at effective range), modified by range, quality, whether suppressed, or on overwatch:

     Cover/Terrain Save (skipped; no cover. Normally, e.g., town 4+ save per hit).

    Penetration Rolls (per unsaved hit): Calculate dice = Gun Pen (14) - Target Front Armor (10) = 4 dice per hit.If Pen < Armor: Roll, then negative to hit - which means QC only 

    Quality Check (if 4-5 scored but no destroy): T-72 rolls 1d6 ≥ QC target (5+). Mods: -1 suppressed, -1 unit losses >⅔, etc. Fail = eliminate stand; pass = suppressed (-1 to-hit next turn).

     

    It seems over-complicated, but not really, as it factors in troop quality, armour quality, and environmental factors.

     The added bonus is that it covers 1915-21st century, so finally, a set of rules that cover most modern games with one core premise, and which aren't Command Decision!




  1. British Line of Defence - cohesion distances actually played a part here, as rules-as-written, the British needed 8" element to element. This could be changed for static defence.

    Soviet centre. Sov T72 battalion come straight down the western autobahn 

    Paltry defences, reinforced no doubt by first line highly motivated TA regiments, designed to be sacrificed in the first 48 hours...ahem

    Load SABOT...uhh , wait

    I stole a rule from a video online, where the Hind had to pop up to cross power lines

    ahhh....there he is - Red Air

    British ambush

    Long range selective fire (rules allow Rate of Fire to be split) destroys much of the T72 battalion (remember 1 tank = 1 platoon)

    "Put the tea on Dave, we're 'ere for a while mate!"

    The Soviet centre

    A land rover, with a Blowpipe team, races toward the British right, spotting the Hind...uhh, good luck with that kit lads...

    The Soviet centre collapses...

    ...but a T-62 battalion, reinforced by the Hind flight, is making ground

    (There may have been a few 'phissssssssssssh' impressions due to Milan on the Soviet right)

    Hind-D time

    Soviet infantry on the right is ambushed as it pushes toward Burgdorf

    Sovs drop incendiary smoke, but in the wrong place

    The Sovs do very well on the right for a time, but British ambush fire, via infantry and Milan, proves very effective

    Another flank ambush



    In the end, having to get 6 vehicles through Burgdorf, and despite horrendous British armour casualties, due mainly to air interdiction and the lack of action from crap Blowpipe, the Soviets simply ran out of vehicles. British win, by default, as even they could not pull out with significant numbers.

    A great set of rules. Lots to learn, but lots to offer. 

Wednesday, 7 January 2026

'Ruthless' Wild West Skirmish

 With the weekly Call of Cthulhu game cancelled due to busy times, remaining players gathered for a game of the 'Ruthless' rules. (free online)

Have toyed with these a few times, but not with the experienced (older?) chaps.

A great two page system, with activation and interruption handled via a poker hand, and two actions allowed per turn from the usual move, shoot, aim, recover, overwatch etc.

 Cards can be used to 'snapshot', but uniquely, only if you can beat the player's initiative activation card, hence playing aces is always good, if you simply NEED to go first.

Miniatures used were purchased some time between 1979 and 1981, and painted shortly thereafter (though may have been a few years after, since i remember using early 'citadel acrylics', before they became the norm...the 'purple worm' colour is still with me).

"I bet my D10 misses even at this durn range!"

 Character cards record ammo, any special talents (which really make the game once you know how to use them since -1 to your opponents roll can have dramatic effects). Hits are 6+ on a d10 at short range and 8+ at long, and hitting and wounding are not easy, but, the game-play is excellent. 

 

Great two page system

'Fat Pedro' - from 1979 TTG, who was likened to 'something you get in a Christmas Cracker'. He was actually called fat Pedro in the 1979 TTG catalogue. Now of course, the Blog HR team tell me that he is 'carbohydrate challenged' rather than fat, is on treatment for his anger issues and proclivity to rob small town Wild West banks, his new name is Peter, and he is on multiple benefits. 

 


Three players, each with a team of four cowpokes...and hell followed with them


Gonna shoot you at close range and miss boah!

It's hard to argue with the Ace of Spade on initiative (Spade, Heart, Diamond, Club - sequence - settles any ties)

These two shot at each other for most of the game. The chap on the right would have been scared, though he had the 'drunk' trait, and can scarcely remember the fight.

A brawl in the wood ( you roll two dice damage for fist fights, which seems odd, but is incredibly funny).

Wyatt Burp and Sneaky Pete

Clint Westwood on overwatch


Great little set of rules, with simply cohesive rules for activation, lots of choice (and potential for bad choices) and great tension.