Wargaming Week 05/02/2018

(So I’m writing this having just got back from a full day running my demo game at Vapnartak – I apologize in advance for any spelling issues)

Let’s start, covering the 29th of January through to the 4th of February.


This week’s post was a new part in Building a Force, focusing this time on vehicles. I found this post a little harder to write, as unlike infantry vehicles can well and truly unbalance many modern games. However, it was fun to do a run down of the various important bits. The next part will probably be next month (also probably before I go run a show) so keep your eyes open for that!

This week is going to see a two post extravaganza. On Wednesday, I’ll be releasing the write up for Vapnartak, both in terms of how the demo game went and how Vapnartak 2018 was. It will probably be similar to the Fiasco post, with what I changed before the game and what I’ll be tweaking before the next one. Then on Friday, once I finish painting them, the plan is to take a look at the Operator Juarez pack that has been sat on my desk for a couple of weeks.


Image from Empress Miniatures

So news! And with this being Vapa week, Empress brought out some new insurgents! Except these might look a little familiar if you picked up the Universal bodies last year. These guys have sculpted keffiyeh on their heads. I’ll admit, when I first saw them I had mixed feeling but after seeing them in the flesh at Vapnartak (my Number 2 for demo games pick up a set) I’m much more excited about them. This is definitely a style of headwear that you couldn’t make modular and the poses would fit in great alongside the rest of their range. I also failed to notice the addition of a slung LAW tube to one of the riflemen which should be a nasty surprise. Empress has also put up some more picture of the Universal guys with the different heads – the insurgent heads especially look like a great fit for any ragtag militia, from the Middle East to the Middle of the Rockies.

Spectre didn’t have any new releases but they did show off a new preview of an upcoming release. The eagle eyed amongst the Spectre fans spotted this group at the front of the last preview image and raised some excitement. Now we have some better pictures, and we have also been told their inspiration, which are Green Berets operating in Central Africa as mentors. These guys look like the usual light kit SF but after talking to Spectre there are a few features which are specific to the role they are replicating. I’m a sucker for this style (guys in light kit, especially with M4s) because it’s a loadout you can use for a massive number of roles. This is definitely a set I’ll be looking forward to.

The final bit of news is some terrain! Supreme Littleness Designs is my local MDF genius and we’ve been talking about some more terrain for ultramodern above and beyond the usual adobes. Well after literally a few months he’s come back with some awesome modular construction site buildings, perfect for close quarters gunplay or being a perfect sniping position. I’m pleased to announce that these will be shown off as part of the demo game at Hammerhead. Of course before then I’ll have to build and paint them so expect a post sometime in February giving you lots of detail in this unique set of buildings.


Come back on Wednesday to see all the gaming I did this week. Because there was a lot of gaming.


I purchased a few things for getting ready for the demo game, you’ll find out more in this week’s post.

Vapnartak was a little quiet on the purchasing front for me this year (probably due to the big stack of SASM and Eureka models to finish). However, after seeing the pickups get minced in the last game, it was immediately vital that I got some more armoured backup. Two vehicles I’ve wanted for a while are Empress’s M-ATV and Tigr vehicles. I’ve picked up both and will start assembling over the next few weeks. These are going to be some great vehicles to build and something new for the tabletop.


This week’s hobby was all about getting ready for Sunday so I’m going to save that for the report later this week.

The only preview I’ve got is that I finished off some more operators ready for use in the game. THis was just more of the same multicam but I’ll grab some better pictures when I cover them in the York update.

That’s it for this update, expect more updates next week!

Spectre Operations: Building a Force – Mobility, Protection, Firepower

In the last post we took a look at the basics of building a force through role specific teams. In this post, we’ll look at how vehicles can be added to regular forces in order to augment their capabilities and provide new tactics. As in part 1, this article is designed primarily for Spectre Operations but many of the tactics are valid in all modern skirmish games.

Vehicles are one of those things that players love to get their hands on. Everyone likes rolling out the big guns, using overwhelming firepower to destroy enemy positions while rolling through small arms shots like it was nothing. As a national force, you’ll have access to the widest range of vehicles, covering everything from motorcycles and quad bikes up to main battle tanks. Depending on the situation, adding a vehicle to your force will give you a massive bonus on less well equipped opponents.

The problem is that vehicles, while certainly powerful, are also incredibly vulnerable on the modern battlefield. In WW2 there were limited number of AT weapons available but the advent of anti-tank rocket launchers and HEAT warheads has meant that every infantry fireteam can carry a light anti-tank weapon, often alongside its normal loadout. The RPG-7, the darling of every bad guy, can’t crack a MBT but is easily capable of damaging and destroying medium and light vehicles. Combined with IEDs, this makes approaching urban areas a massive danger. With limited routes, its hard to avoid enemy attacks while the varying elevations give bonuses to troops shooting down into the vehicles.

Another limiting factor is that troops cooped up in a vehicle are not able to act as efficiently as they can on foot. They can’t spread out to avoid frag weapons and (if enclosed) are less effective at helping out with their own weapons. After all, when you roll “passenger compartment takes lethality check” it doesn’t matter if you’re a militiaman or an elite SF operator.

Finally, the bigger vehicles often suffer in places where constricting ROEs are used. A MBT might be able to easily splat a possible enemy position but if it’s got civilians nearby than it’s unable to act effectively.

This is harder article to write than the infantry one as it’s one case where I think using points only rather than a scenario can really break down. It’s very possible for one player to pick a force that is incapable of taking out any of the other player’s force (for example a militia player vs someone who picks two MBTs) and it just turns into one player bugging out in the first turn. Vehicles, along with certain OTAs, makes it blatantly obvious that modern war is not “fair” or balanced. For this reason, setting up the right scenario is key. If player’s are picking their own force, give them the intel they would need to be able to combat each other. Setup objectives that can’t be done from the safety of an AFV – after all, it’s pretty hard to secure buildings while in one.

There are three major aspects to look at with the vehicles: Firepower (how much damage it can deal), Mobility (how fast it can move) and Protection (how it can stay alive)


Probably the one people rush to improve first, firepower is a big draw of all motorised platforms. Vehicles can offer two factors over infantry in this regards

  1. More firepower: Vehicles can carry weapon system that either require a team or are entirely impractical for foot mobiles. These weapon systems can be incredibly destructive (often with 1+ or 2+ lethality saves) and lay down massive amounts of suppression either through sheer rate of fire or fragmentation.
  2. More accurate firepower: Thanks to stabilisers and extra storage space for ammo, man portable systems become even more deadly. The classic GPMG on a vehicle is a perfectly sensible setup and doesn’t require someone to hoof it around. I’m also a fan of anti-material rifles mounting on vehicles – it’s one of those things that just looks cool.

One consideration is if the vehicle has the move or fire rule. Having to move slowly will let you keep for the suppression down but risks destruction at the hands of anything you don’t manage to kill.

The final point is firing arcs. Keeping the weapon on target while moving is obviously easier with a turret mount while limited fields of fire require more careful positioning.  Technicals will especially struggle with this as many of the heavier systems (like the TOW or heavier recoilless rifles) can’t shoot forward on the current spectre pickups due to the crew cab.


Mobility is somewhere else we can split into two regarding what it offers:

  1. Vehicle Mobility: How agile is this vehicle? How far can it drive every turn and how much can it turn? Knowing what your vehicle can do will help when picking your actions. Key things to look for is Uprated Engine and Brakes (giving you additional movement and sharper turns) and All Terrain (faster movement through difficult terrain).
  2. Force Mobility: If this vehicle can carry passengers, how much of your force can it carry? Can it carry a whole squad or will you need to split them across multiple vehicles? Alternatively, could it be used for carry heavier armament like a crew served system or additional AT weapons? Vehicles acting as resupply are especially important when using the ammo loads included in the rulebook.

These two aspects combine together to affect how mobile your force is. Although rolling up and discharging troops directly onto the enemy is a bad idea, reducing how much time they spend foot slogging will help to keep them alive and make you more reactive to the enemies movement.


Finally, protection. Mobility can help with this ( after all you can’t hit what you can’t see) but having armour plate between the passenger compartment and the incoming fire helps. Fully armoured vehicles can almost ignore enemy small arms, making the dangers of being caught out in the open less than in an unarmoured vehicle. Even partial armour can help to prevent casualties. As for the poor guys in unarmoured vehicles, you need to either be going fast or sticking to cover.

Another part of protection is its subsystems. These elements can often be forgotten but can help many vehicles feel less like a civilian car and more like the platform they are supposed to represents. Key ones include Run Flats (ignoring M-Kills is a good way to stay alive), MBSGDs (for dropping smoke when under fire) and Gun Shield (excellent for protecting any top gunners).

So that’s all great, but what does that mean for picking a force?

The key principle (as I’ve tried to hammer into you so far) is to look at the mission you’re about to do. Do you need a high speed transport, a weapon platform to sit back and provide overwatch or armoured vehicle to carry the rest of your force onto the objective? What vehicles would your force have available? Would your SF team up in the foothills of the Hindu Kush really have access to a main battle tank or is it more likely it would be a mix of quad bikes, pickups and maybe a GMV?

Once the task is identified, selecting the actual elements will require matching the various archetypes available in the book to what you want to utilise. The various examples will help next to each archetype should help you choose.

Something to consider is looking at real missions and what vehicles are used. As an example, Osprey’s excellent Special Operations Patrol Vehicles includes mention of a four vehicle US ODA convoy arrangement used in 2002-2003 consisting of:

  • M1114 Armoured Humvee – Better protection than the rest of the group and carrying a heavy weapon.
  • GMV SF Humvee – Good performance, lots of firepower, plenty of space for storing supplies for the rest of the group
  • Two Non-Standard Tactical Vehicles (Pickup trucks) – Able to go places the other vehicles can’t, lower profile, plenty of space for supplies

As you can see, this combination is mainly focused on a strategic level (outside the focus of a game of Spectre) but the variety of options can help when building your own team.

I have an additional few pointers to think about when setting vehicle elements up:

  • The HMG is mounted on almost every vehicle for a reason. It’s a nice compromise, being able to hit out at both infantry (thanks to sustained fire) and light armoured vehicles (thanks to armoured piercing) equally well.
  • Civilian vehicles might seem like nothing but trouble for a force, but for low profile teams they provide a quick way of getting out of danger. Covert vehicles are often equipped armour and uprated engines making them a nasty surprise.
  • When rolling multiple vehicles in a convoy, mixing up the weapons is recommended. Different weapons are good at different things – the HMG is general purpose but a Grenade machine gun is perfect for flattening groups of enemy infantry. It does however lack the same level of precision you would gain from a machine gun so it’s not the best thing to use at close quarters. Instead, the minigun or GPMG is much more useful.
  • When outfitting weapons, remember that you can mount optical systems to many heavy weapons. A HMG with a scope (such as the setup seen on my British Army Jackals) is perfect for any sort of overwatch fire support, being able to sit well outside the range of enemy return fire will still being able to hit back effectively.
  • Once on the battlefield, there are a few things to consider:
    • Avoid built up areas with your vehicles. These are just asking for you to be ambushed.
    • Don’t waste your vehicles. Use them for their role.
    • Play each vehicle to its strength. Don’t expect your Razors to be able to take hits like a tank – instead play to it’s high speed and all terrain features.
    • Vehicles can also provide cover to troops on foot. This will continue even after its destroyed.
    •  Spectre has rules for ramming and shunting obstacles out of the way – use this when appropriate. Armoured vehicles are especially good at this.

That’s it for this article. Next time, we’ll cross the lines and start looking at how picking an OPFOR force is different, how quantity is a quality of it’s own and why you should look very carefully at what type of characters you are using.