Australian Hind Commander Strike Group

Now that my USMC strike group is nicely put together, I’m thinking about my next Hind Commander project. The USMC strike group is a pretty blunt instrument: it’s based heavily around the AWACs lighting everything up and the Vipers come in to destroy what needs destroying. The Venoms are there in case I need a transport and the Kiowa to call in the airplanes.

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5mm Dice Frames Review

5mm Dice Frames Review 1

Much to my surprise my 90mm hexes arrived after less than a week from ordering them. Maybe I’ve got low expectations provided by a life time of Australian retail, but I wasn’t expecting them for another week or two. Any way, I’m not going to talk about the hexes, because I threw something else random in with the order: 5mm dice frames.

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Developed Terrain Hexes – Layouts

Developed Terrain Hexes - Layouts 2

My plan is to build some developed sectors using Brigade Models’ 2mm buildings. These will be perfect for any Hind Commander games and also any other 2/3/6mm Microarmour I end up playing with. One of the games I’m thinking of trying is Modern Spearhead, which uses 3″ square urban sectors. Now, in my last post I discussed my distaste with squares so it’s going to be hexagons. After some playing around I also found 3″ (75mm) to be a little small for what I wanted to do. So I ended up going with 90mm hexagons. I think 3″ squares to 90mm hexes is a perfectly reasonable progression.

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Street grids on hexagons

Street grids on hexagons 3

Hexagons are awesome: there one of only 3 regular polygons that tessellate (the others are triangle and squares). What makes them unique and awesome is that there are no diagonal neighbours. For example, each square has 8 neighbours: the 4 that share an edge and the 4 that share a corner. What makes the diagonals difficult is that there not the same distance away as the edge neighbours. If you’re trying to move around a square grid then you need to have rules that deal with diagonal movement and that’s messy. However for hexagons there’s no such issue: each hexagon is adjacent to 6 others and there are no diagonals.

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Dropzone Commander – AA Unit Analysis I

Unfortunately I’ve been sick all week so there’s been no painting. Next week is also going to be lousy for painting as works sending me to NZ. However, I’ve been doing some more playing with Dropzone Commander unit statistics. This time, I’ve compared the core AA units for each faction: the UCM Rapier, the PHR Phobos, the Scourge Reaper and the Shaltari Kukri.

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Dropzone Commander – Sabre vs Katana Analysis

In a previous life I did a lot of mathematics, and sometimes I turn this to productive use. Other times I turn it towards miniature gaming. Now, when a lot of people try to analyse games they typically calculate the expectation for an outcome and compare that. Expectation is one way of looking at probability, particularly if you run a casino or lottery. However, if your experience of the probability is going to be a couple of hundred events (like in a game of something) then it’s awful. As guess what – the expectation is unlikely to come true. Some examples of the failure of expectation: a dice roll gives you 3.5, your pay-off from the lottery is about 50c for every $ you put in and everyone has 1 testicle. What we’re going to look at is the probability of what you want happening, which is harder to calculate, but much more useful.

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