Thursday, 18 December 2025

The Mojo Stirs - Recent Arrivals

 I have had a couple of orders en route since late October - WW2 Red Army 3d prints - some from Poland (not yet here) and the other from Australia (arrived a couple of days ago)

The Australian order was fortuitous - I just happened to be browsing on Saturday and noticed the seller had everything marked at 50% off (he still does). 

The Polish one I have been planning for a while - when I bought the 85mm AA gun early in the year, I received a discount card to use before the end of 2025 - 15% off all models purchased PLUS free postage - the latter not to be sniffed at when one resides in New Zealand

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I was surprised how small the carton was 

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But the contents were all present

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Unfortunately, despite the extremely robust packaging, there were a few damages inflicted

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Mainly missing SMG barrels, but the kneeling guy was minus one of his feet - most of the parts were in the bag though and I was able to fix everything up ok.

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This was the piece de resistance - down from $NZ48 to $27 (basically halve that again for US of GBP) Following lifted directly from Wikipedia!

203 mm howitzer M1931 (B-4) (Russian: 203-мм гаубица обр. 1931 г. (Б-4), GRAU index: 52-G-625) was a 203 mm (8 inch) Soviet high-power heavy howitzer. During the Second World War, it was under the command of the Stavka's strategic reserve. It was nicknamed "Stalin's sledgehammer" by German soldiers. These guns were used with success against Finnish pillboxes at the Mannerheim Line, heavy German fortifications and in urban combat for destroying protected buildings and bunkers. These guns were used until the end of the war in the Battle of Berlin, during which the Red Army used them to smash German fortifications at point blank range with their heavy 203mm shells. In the spring of 1944, a KV-1S tank chassis was used to create a self-propelled variant, the S-51. The heavy recoil from the muzzle blast threw the crew off their seats and damaged the transmission, and so it was cancelled.

With an elevation angle of up to 60 degrees and 12 propellant loads to choose from, the B-4 virtually met all the expectations it was given, capable of crushing its targets via an optimal projectile trajectory.

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There follow probably far too many images of the same gun and crew!

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I also grabbed this Komsolet to act as the tow vehicle for the gun - NZ$12 including two crew men!

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I also have Scouts, Engineers, Riflemen and an MMG crew - but I will save them for another post!

Tuesday, 16 December 2025

20mm SCW - The Struggle for the Crossroads

 I googled "small scw wargame scenario" and the following was first out of the traps:

AI Overview

Wargame scenarios for the Spanish Civil War (SCW) are often designed for small-scale, infantry-centric battles, reflecting the nature of the conflict, which evolved from colonial-style actions and militia columns to a more proto-WWII conflict. 

Here is a general structure for a small SCW wargame scenario:

Scenario: The Struggle for the Crossroads

This scenario is ideal for skirmish or company-level rules systems (e.g., a Crossfire variant, Bolt Action modified for SCW, or Peter Pig's Bayonets and Ideology rules). The game can typically be played on a 3x5 foot table with objectives being the primary victory condition. 

Objectives

The goal is to control the vital crossroads which links several nearby villages and provides the only reliable route for resupply in the area. Control is determined by which side has more units within a specified radius of the crossroads at the end of the game. 

Republicans (Attackers): Must seize and hold the crossroads by the end of turn 8. They win if they control the crossroads objective.

Nationalists (Defenders): Must prevent the Republicans from securing the crossroads. They win if the Republicans do not control the objective at the end of turn 8. 

Forces

Forces should be small, perhaps a reinforced platoon or company per side, reflecting the ad-hoc nature of early war engagements. 

Republican Forces (Militia/International Brigade):

One Command Unit

3-4 Infantry Squads/Sections (often less trained, perhaps with lower morale)

Optional: One light machine gun (LMG) team

Optional: One light mortar team

Nationalist Forces (Rebels/Moroccan Regulares/Carlists):

One Command Unit

2-3 Infantry Squads/Sections (often more professional)

One HMG team

One Armored Car (e.g., an UNL-35 or Lancia IZM, if available in miniatures) 

Terrain and Setup

A 3' x 5' (or similar small size) table works well. The terrain should be simple: 

The center of the table features the main crossroads.

The road runs through a mixture of open fields and light woods.

A small, low hill or plateau is located near the crossroads, providing a key vantage point (similar to the terrain features in historical battles like Jarama).

Some buildings or a small village can be placed near the intersection for cover and line-of-sight blocking.

Use model breastworks or stacked logs for cover, reflecting improvised defenses common in the war. 

Special Rules & Conditions

Militia Morale (Republicans): Republican militia units might be subject to special morale rules, reflecting their enthusiastic but sometimes undisciplined nature.

Early War Imbalance: The war quickly evolved; this scenario can reflect an early engagement where one side might have slightly better equipment or training in specific areas (e.g., the Nationalists having more professional troops like the Foreign Legion).

Limited Assets: The lack of heavy armor or significant air support keeps the focus on infantry tactics and the specific character of the SCW.

Variable Forces: Allow players to "purchase" forces using a points system or "spend money" (representing foreign aid or local funds) to add a unit, as suggested in some existing scenarios. This allows for a unique composition each time. 

For more detailed scenarios, rules, and figure ideas, the Steven's Balagan blog and Yarkshire Gamer blog are excellent resources for SCW wargaming content. 


So, let's give that a try, shall we? First up, an AI generated "Commando" style image that will appear as the "header" for this post


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I set up a twenty-turn game using our home brew AS9 rules. Numbers and supports were more or less as suggested by the AI - the Republicans were attacking the village with a 4:3 advantage.

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Overview of the table, Republicans on the bottom edge, Nationalists defending the village and crossroads

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Milicianas and FAI militia on the Republican left flank, plus MMG.

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Republican Civil Guards and Assaltos on the right of the attack

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Foreign Legionnaires holding the Nationalist left

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Moorish MMG and an armoured car in the centre of the village

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Moorish infantry backed up by Carlists Requeté militia.

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Not sure what happened to turn one - but the Republicans got it and moved forward. The mortar had put a hit on the MMG

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The firing phase of turn two, and the Republican mortar struck gold! They should have been firing at the armoured car, but I had mentally designated the MMG again.

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On turn three, the Republicans advanced

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The mortar targeted the armoured car but to no effect.

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The Nationalists fired on the advancing Republicans and put a second hit on the Guardia Civile.

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After another turn, the Guards were starting to waver 

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The mortar crew got their eye back in and halted the Nationalist AC.

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The Assaltos descended from the height on the right flank as the Civil Guards recovered somewhat and headed to occupy part of the village

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The FAI and Moors exchanged fire, with the Republicans coming off second. Meanwhile, the milicianas moved left to try and get around the Moors flank

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The armoured car crew rallied and then sustained fire from the Nationalists put the Civil Guards up to 4 hits and a retreat next time, if they failed to rally at least one hit off.

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They duly failed and fell back towards the Republican start line. The armoured car put a hit on the Republican MMG.

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The Assaltos (Assault Guards) lived up to their name - and assaulted the Foreign Legionnaires - a bit rash perhaps?

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Yip - the Nationalists prevailed and the Assaltos bounced back

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The Civil Guards failed to rally again and continued to fall back as the Republican MMG took a second hit and was wiped out!

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The Guards succeeded in rallying in the nick of time - ¡Hurra!

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The armoured car advanced, planning to move to a position where it could bring the pesky mortar crew under fire. Meanwhile, the Moors small arms had put the FAI militia under pressure.

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The mortar responded in fine style, by halting the Nationalist vehicles advance!

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The milicianas crept forward through the shelter of the woods

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Next turn, having failed to rally, the armoured car crew nonetheless brought the FAI to the brink of collapse. Seizing the opportunity, the Moors officer waved his fierce tribal warriors forwards

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Unsurprisingly, the Republican militia collapsed and fled in the face of the aggressive assault!

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Seeing the Civil Guards again under pressure, the Foreign Legion abandoned their safe defensive position and advanced boldly

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The Republican mortar struck again - and the Nationalist armoured car was destroyed.

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The Milicianas, having seen the destruction of their FAI comrades, charged back to engage the despised Moors. In no hold barred close combat, they expelled the North Africans from their recently gained position, driving them back whence they came!

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But the clock was ticking, and the Nationalists were still in full control of the crossroads

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The Civil Guards and Legionnaires clashed 

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With a plus one for being La Legion, the result was a draw!

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The mortar now targeted the Moorish infantry!

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With the deadline to secure the crossroads almost reached, the Miliciana commander led an do or die charge against the Moors occupying the buildings in front of them....

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But there was to be no fairy tale ending - the Moors easily overcame the spirited attack and the Milicianas were forced to retire.

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On the other flank, against the odds, the Civil Guards bested the Legionnaires.

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By this stage, every unit (with the exception of the Carlist Requeté militia) was carrying at least two hits.

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And that's how it ended - the Nationalists held the crossroads relatively easily in the end, despite losing the armoured car and MMG.

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Well, that worked pretty well, I thought (although I would, of course, have preferred the Republican "good guys" to win!). It was nice to get the SCW figures out on the table again, too.

And just cos I am obsessed with AI at the moment - I typed this into Gemini now - "create a small skirmish level wargame scenario for the spanish civil war using 20mm individually based figures on a 3 feet by 3 feet table"

And this is what it did in about three seconds:


That sounds like a great, manageable scenario! A small, bloody encounter typical of the early months of the war would be perfect for a 3' x 3' table and individual 20mm figures.

Here is a scenario for a Spanish Civil War skirmish called "The Assault on the Casa del Pueblo".


🇪🇸 The Assault on the Casa del Pueblo 🇪🇸

Scenario Overview

DetailDescription
ConflictSpanish Civil War (July-August 1936)
SettingA small, working-class district on the outskirts of a provincial town.
ForcesNationalist/Rebel (Moroccan Regulares, Falangists) vs. Republican/Loyalist (CNT-FAI Anarchist Militia, Assault Guards).
ObjectiveThe Nationalists must seize the Casa del Pueblo (Workers' House) held by the Republican militia before reinforcements arrive.
Table Size3 feet x 3 feet (approx. 90cm x 90cm)
Scale20mm individually based figures (one figure = one man)

Table Setup (3' x 3')

  1. The Casa del Pueblo: The centerpiece should be a large, two-story building in one corner or along one edge of the table. This is the objective. It should have removable floors/roof for interior combat.

  2. Supporting Buildings: 2-3 smaller buildings (shacks, stores, tenement houses) scattered across the table, providing cover and line-of-sight blocks.

  3. Street/Plaza: A central street or dusty plaza connecting the main deployment areas.

  4. Cover: Scatter plenty of low walls, rubble piles, sandbag barricades, and parked vehicles (a truck or bus) for cover.

  5. Deployment:

    • Republicans: Deploy all figures inside the Casa del Pueblo and the immediately adjacent building.

    • Nationalists: Deploy all figures along the opposite edge of the table (at least 20" from the Casa del Pueblo).


Forces

Use 10-12 figures per side. Unit composition should reflect the early war period.

I. Nationalist/Rebel Force (12 Figures)

UnitFiguresRoleNotes
Command1 Officer (Pistol)Leader, rallying+1 Morale bonus to nearby troops.
Regulares4 Figures (Rifles)Elite shock troopsHigh Morale, disciplined.
Falangists4 Figures (Rifles)Fanatics, close assaultLow Morale, but a bonus in hand-to-hand combat.
Fire Support2 Figures (LMG Team)Medium Machine Gun (LMG)Deployed on the flank for suppression.
Special1 Figure (Grenades)AssaulterCarries 2-3 hand grenades (for assaulting buildings).

II. Republican/Loyalist Force (10 Figures)

UnitFiguresRoleNotes
Command1 Militia Leader (Rifle/Pistol)Leader, rallying+1 Morale bonus to nearby troops.
CNT-FAI Militia5 Figures (Rifles/Shotguns)Experienced workersMediocre Morale, but excellent in close defense/H2H.
Assault Guards2 Figures (Rifles)Trained policeBetter shots, reliable.
Fire Support1 Figure (LMG)Light Machine Gun (LMG)Inside the objective building for overwatch.
Special1 Figure (Molotov Cocktails)Anti-vehicle/Anti-doorCarries 2-3 Molotov Cocktails (treat as grenades with a small fire effect).

Special Rules & Victory Conditions

Special Rules

  1. Improvised Fortifications: The Casa del Pueblo has one main entrance barricaded (requiring a successful close combat action or a grenade/Molotov to breach) and a few small firing holes cut into the walls. Only figures inside can shoot out of the objective building.

  2. Fanaticism vs. Resolve:

    • Falangists: Always pass Morale checks when moving towards the objective or charging into close combat.

    • Militia: Treat close combat defending the Casa del Pueblo as a Tie Result on the first turn regardless of rolls (they fight harder on home ground).

  3. Nationalist Time Limit: The Nationalists are under a time constraint to secure the area before Republican reinforcements arrive. The game lasts for a maximum of 8 turns.

Victory Conditions

The game ends after 8 turns or when one side is completely eliminated/routed.

Nationalist/Rebel Victory:

  • Major Victory: Control the Casa del Pueblo (have at least one figure in the building and no Republican figures inside) and have suffered less than 50% casualties (6 figures).

  • Minor Victory: Control the Casa del Pueblo at the end of Turn 8.

  • Draw: Neither side achieves their primary objective.

Republican/Loyalist Victory:

  • Major Victory: Hold control of the Casa del Pueblo at the end of Turn 8 AND the Nationalist force has suffered 7 or more casualties.

  • Minor Victory: Hold control of the Casa del Pueblo at the end of Turn 8 (any surviving figures inside).

  • Draw: Neither side achieves their primary objective.


This scenario offers a great mix of close-quarters combat, suppression fire, and an urgent objective, which is perfect for a fast-paced skirmish game!

Would you like some recommendations for generic stat lines for the different unit types (e.g., Regulares, Militia) based on a common skirmish ruleset?