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Showing posts with label Japan. Show all posts
Showing posts with label Japan. Show all posts

Friday, October 28, 2016

Flames of War - Painting Japanese Army Infantry for the Pacific Theater

The Japanese used a variety of uniforms during World War II which varied in function and coloration (sometimes quite dramatically). In Rising Sun, Battlefront provided a painting guide for Japanese infantry and gunners based on the uniforms fielded in 1939. Unfortunately with the release of Banzai, the painting guide has not been updated to reflect the uniform colors common in the Pacific War. Of course, the figures themselves are the same as the ones released in support of Rising Sun, so there will be some variations between the miniatures and some of the fine details of the actual later war uniforms. However, updating the color palette will give your force a more Pacific War feel to it.


The Uniform

Any time I try to color-match paints to photographs or historical artifacts, I create a color swatch over the primer color I'm using for that batch of miniatures to ensure I match them as closely as possible. Below is the swatch I'm using for my Pacific Japanese - please bear in mind that for all images in this blog entry, the colors will vary somewhat from a true visual color because of the limitations of the scanning process.


At this point I'm still using all Vallejo colors as I have a large library of paints, and see no need to move over to the new Battlefront colors at this time. Battlefront recommended Khaki Grey (880) for Japanese Uniforms when Rising Sun was released. They now recommend the equivalent Comrade Khaki followed by Zhukov Shade with a highlight of Military Khaki. To my eye, these colors are too brown for the Pacific Theater. Japanese Pacific Uniforms tended to be greener than those paints would indicate.
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Thursday, July 28, 2016

Visiting The Imperial Shrine of Yasukuni - A Picture Bonanza For Japanese Players

I have recently returned from a week long visit to my old stomping grounds in Tokyo. A sucker for historic sites and museums, I had the opportunity on this trip to visit the famous and extremely controversial museum attached to the Imperial Shrine of Yasukuni. Just like when I got to visit the National World World 2 Museum in New Orleans, I thought I would write up what I found and post a pile of pictures for anyone interested in Japanese armed forces during and around the 1930's and 1940's. Beneath my write up, I have included pictures of Japanese weapons, vehicles and gear with the accompanying name plates describing what is shown in the main pictures. 

Without further ado, here is the shrine itself:


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Tuesday, June 21, 2016

LRDG II : Episode 4 – Return Of The Rising Sun (Another Bolt Action Only Episode)

LRDG II : Episode 4 – Return Of The Rising Sun
A loooooong time ago, the guys in the LRDG took a serious look at the Armies of Japan book when it came out. Since then, the Japanese army has not had much love on Bolt Action podcasts, to rectify this Old Man Morin has put together a formidable round table of IJA players to discuss common misconceptions about the army, tactics, favourite units and sooooo much more! 

Later in the episode, Brad is joined by Patchimus Prime to talk painting, upcoming events and Patch’s 2017 Cancon giveaway. It should also be noted that Patch says a VERY naughty word!

The episode is rounded out with a chat from another friend from the north side of Australia, Hari Turner. We talk listing for late war Fins, grudge matches and Bolt Action in general.

Stay tuned.. This is a BEAST of an episode!

As always, we would love feedback from you, the listener. Please find us on Facebook under The LRDG Podcast and let us know what you think of this, or any other of our podcasts.


You can download this episode from the iTunes store or you can find it directly HERE.
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Wednesday, February 10, 2016

Chain of Command Japanese Vs. the USMC

 By Eric Lauterbach

Played a great game of Chain of Command with my pal John Desch. The guys made some new jungle terrain and it seamed like the best way to give it a test. We did a basic patrol on patrol action.  The Marines had real command issues starting out the game, while the Japanese had great command dice. This unbalance led to a weird "go for it" game with each side having their way with the other for a few turns.

The figs are all painted by John and they all looked great!  We wanted to use figs for jump off points so we had to add a few dead guys.






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Monday, March 23, 2015

Chain of Command- The Road to Singapore. Japanese Vs. British

By Joe Moore and Eric Lauterbach

This Thursday's game night saw me blooding my 8th Army Perry Miniatures Brits against Ed Leland's Warlord Japanese in a no holds barred bungle in the jungle cage fight using Too Fat Lardie's Chain of Command rules.  Sure, I painted my figures for desert, but not unlike their real-life counterparts, the exigencies of the conflict mandated their fighting in an entirely different theatre of war!  This was also Ed's first use of the Japanese so this was a debut for both sides.

We opted to play a patrol scenario and my additional forces amounted to an adjutant to keep forces moving onto the board and a medium machine-gun for some extra destructive effect.  Ed chose "ruse" to allow him to deploy farther from his jump-off markers.  In the Patrol Phase, my thought was to pin down his patrol markers as quickly as possible given his ability to deploy a greater distance away and to hopefully limit his flexibility a bit.  As it turned out, we essentially ended up having the trail running through the area as the boundary separating the two forces. 



The table


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Monday, February 16, 2015

Saipan Patrol! Chain of Command Japanese vs. US Marines

By Eric Lauterbach


Our first game of US Marines vs. the Japanese playing Chain of Command was pretty interesting. The mission we selected was a patrol where two forces approach from the long edge. It doesn't always work out that way once the patrol phase starts as you will see.

The forces in CoC are exact full strength historical platoon organizations to start with, from there you compare the platoon force rating vs the opponents and you get the difference in extra forces. The Marines, due to their large amount of BAR weapons, gave the Japanese enough points for a bad HA-GO tank. You could easily monkey with the platoon composition, CoC gives you the formula to do so.

This is a battle report, and we are all still fairly new to the game so if you are looking for a tutorial I suggest you take a look at the Too Fat Lardies site and watch Richard's videos on how to play.

So, on to the opening moves the patrol phase.  The Marines started out by moving aggressively to the center, with the Japanese with their extra movement for patrol markers trying to outflank the Americans. You win the game by wrecking the other players force morale, both were high for this game.
The board.

In the patrol phase you roll to see which sector your markers will enter.

The Japanese markers come in on the right.

The USMC enter in the center.

During the patrol phase markers are moved until they reach 12" of enemy markers then they are locked.

You must maintain a 12" link between all of your markers

BUT the Japanese special rules allow them to be 14" between markers

Once all markers are locked you place jump-off points this is where your troops enter the table.

The Japanese have one in the river two on the left side. The USMC has the house and one on each side of the river.


The Marines with all the BARs in the world.

The Japanese with tons of rifles and some really mean knee mortars.

The chain of command dice, these are rolled to activate your forces. (go watch the video on how this works, its is one of the coolest parts of CoC and great command system)

The Japanese deployed their Knee mortar squad and a squad of infantry.

The Marines occupied the house and went on overwatch.

A second squad deployed on the far side of the river.

The knee mortars drop a few rounds on the house causing some shock.

The Marines drop another squad near the Japanese and take some pot shots.

The far Marine squad with nobody around moves out towards the Japanese jump off point. 

Picking off a few Japanese in the woods.

The Marines in the house open up as well.

The Japanese tank shows up and fires at the house not doing much.

The Marines roll a one and pop their bazooka team its long range shot and misses.

The Japanese tank wants no part of the bazooka and starts trying to hit him with fire.

The fire fight in the woods is heating up with Japanese on one end and Marines the other.

The Knee mortars are helping the Japanese as well.

At this point the Marines roll two sixes double activations ouch! This going to hurt the Japanese.

The Bazooka fires a second time at the tank and hits! By some miracle the Marines rolled terrible penetration dice and the round bounced! 

The far Marines on the other side of the river are able to move twice and capture a Japanese jump off point.

Losing jump off points hurts your force morale BUT it only takes effect at the end of a turn.

On the second activation the Bazooka shoots again and misses! The Bazooka is now out of ammo and must rearm from the Jump off point. 
The Marine fire from the house and woods paste the Japanese and their squad leader gets wounded and several riflemen are killed. Its a bad things happen roll for the Japanese which hurts their force morale.

The loses and shock are so bad the Japanese are pinned.

At this point the Japanese need help so they drop two squads and try and gang up on the isolated Marines in the woods.

This platoon was about to go for the assault BUT the Marines burned a Chain of Command die to shoot them first. A good move that makes the Japanese think twice about finishing off the Marines.

The Knee mortars and two squads hammer the Marines in the woods.

The far platoon moves to relive some of the pressure on the other squad.

Its real bad sarge! 

The fire pins them down then breaks the squad, its bad things happen roll for the Americans which hurts their force morale.

The Marines run leaving the jump off point undefended.

The Marines start pounding the knee mortars in the treeline.

The battle hangs in the balance both sides have a really beat up squad but the Marines are broken. If the turn ends they will rout off the board.

The woods platoon moves to fire and capture the USMC jump off point.

They roll a 12 for movement! Captured Marine jump off point.

Direct fire knee mortars ouch! they hurt.

The Japanese shoot up the house causing more shock.

The Marines are on the Japanese flank but are too beat up to push the Japanese.  At this point the Japanese burn their chain of command die to end the turn.

That causes a bad things happen roll for the Japanese lost jump off point.

It also causes a "bad things happen" roll for the Marine captured jump off point.
Plus a "bad things happen" for these broken guys which leave the table.

The Marines hunker down since that tank is still out there.

With their force morale low and Japanese concentrating fire on the house the Marines are in bad spot.

With this squad turning to protect the flank, the game is almost over.

At this point the Marines conceded the game.
Well it was great fight, which we will be doing again real soon. The only problem we came into is I  doubt the Marines should be as high of force morale as they were.  The point difference seams like it should be closer and the Japanese really did not need the tank to fight them since they have such large platoons.  Plus those knee mortars are dynamite.

Tarzan now make war! 


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