Followers

Monday, February 1, 2010

WWC


COL Jim and I paid a visit to my good friend Larry at Pegasus Hobbies, in Montclair, CA.


Pegasus is one of the few buildings that was actually built specifically as a hobby shop.


Their newest product is the space ship from the movie When Worlds Collide.

While the model scales out to about 1/350th scale, the kit is about the size of a V-2 missile in 1/72nd scale. It even looks a little like a winged V-2.

Like the V-1 rocket, this model rocket was designed to be launched from a ramp. It used a rocket booster sled to help get the speed up.


The model is an easy build kit, with no flash. This is a pre-production sample, Larry had about a half a dozen of them, in two versions. He is been working on it for over a year and has made many detail changes in the kit in that time. I suspect there will be a few of these on my wargame table.

Sunday, January 31, 2010

Sniper Fire

Sniper Fire

Sniper fire is a special form of Ambush Fire, and takes place in the Ambush Fire phase. One sniper, fires one shot, at only one target. The sniper must be at least 150m away from the target. Troops that survive a sniper attack, and are within 50m of the sniper may return fire if they first make a 50% roll to detect the sniper. Only one sniper may fire per turn within a 1250m-diameter area. Any unit that takes sniper fire may not fire until the next turn; return fire at the sniper is at 10% less than normal.

Only persons facing in their general direction may detect snipers firing suppressed weapons. Those who are facing the general direction roll the die to detect the sniper.

Saturday, January 30, 2010

What Kind of Vegetation is That?

Ambush Fire

Ambush Fire occurs when the firer is concealed, and did not move or fire during the previous turn and did not move or take Challenge Fire during the current turn. The maximum range of Ambush Fire is 1250m. Ambush Fire reveals a 250m wide area centered on the firer, for infantry and a 1250m wide area centered on the firer for AT guns, and ATGM. All forces within that area are revealed. ATGMs firing in AMBUSH hit immediately, if range is less than 1250m.

Casualties of Ambush Fire are removed immediately, prior to return fire taking place. Targets that are not destroyed by Ambush Fire may conduct return fire at the ambusher. Since the return fire is at a target that was concealed the return fire is 10% lower than normal. After the return fire takes place, surviving members of the ambush party may immediately retreat, up to 50m away from the enemy, except through impassable terrain.

Challenge Fire

Challenge Fire

Challenge fire is taken when a target moves from one concealed position to another. The firer must be stationary for one or more turns, in order to take challenge fire. The fire is taken 10% lower than normal. The target may fire back, even if he is destroyed, but must reduce his chance to hit by 20%. If the target did not have its weapon facing the firer, then he may not fire. If a unit takes challenge fire it may not fire until next turn.

Challenge Fire is designed to fire at a specific location, such as a gap in dragons’ teeth or down a street at traffic passing though an intersection. The firer must not move, or even turn his turret, for one or more turns. If the first tank coming through the gap in the dragons’ teeth is destroyed, then the rest of the column must stop.