Excellent, I did the same thing in 20mm. Add a couple of aircraft more for show than anything else. Looks like lots of fun for the future.
Thank you. The beauty of doing these in 10mm is that I get to use my extensive Wings of War planes, for which I've made some bases. I've also painted up some to cover the Ottomans. All you have to do is paint a black square over the cross! I did paint up the Pendraken Bristol fighter which came up a treat!
Fabulous looking ANZAC's and Ottomans. The HITT rules look to be a scream to play. Did they provide for entertaining games for you? The rules for Barrage fire, for example, seem elegantly simple.
Are you using the HITT rules straight out of the box, or (just maybe) have you or someone else updated them to mesh with DBA-3?
I ask cuz Eric Donaldson has launched us into speed-painting a pair of Russo-Japanese War armies. We're eager to see how it plays before we get all silly and buy up a bunch of WW-I armies to paint.
I haven't had much time to play so far. Only a couple of games but very enjoyable. I'm thinking of doing the Balkan Wars with them. At the moment I use them straight out of the box but I have a couple of possible house rules to add in the future:
1) Mortars, MGs and Field guns are considered Art. Mortars get indirect fire. MGs can fire in each turn. Field Guns get nothing so why use them? I will experiment with Field Guns getting a Quick Kill on Tanks, which will simulate German tactics
2) I want to add some mounting/dismounting rules for the cavalry, particularly in Palestine/Middle East theatre.
If you want a great description of the gameplay I thoroughly recommend this blog site:
Eric & I played our first game of HITT yesterday. Forces of the Emperor and the Tsar battling in the wastelands of Manchuria in 1904. Eric's scratch-built trenches and especially his sections of barbed wire looked really good. His RJW Japanese looked pretty spiff too.
We probably did a few things wrong. So, a couple questions to those of you who have played HITT a few times...
1) Trenches give a -1 to any shooting if the defender occupies a Trench. That's nice, but it seems as if entrenched defenders will still Recoil if beaten from Shooting, and be Destroyed if beaten by MG shooting, right?
2) I don't see any advantages to the defender of a Trench in Close Combat, other than the novel, sideways Recoil. --Mind you, I know nothing of what it's like to fight in a trench; maybe this is as it should be.
What are we missing? But it seems as if all this digging isn't really worth the effort.
I've always thought the trench interaction is incomplete. I think there should be a troop type "trench troops" or similar. This would represent the less dense formations that manned the trenches. They should defend well against small arms distant shooting whilst in trenches but not so well against artillery. They should be at a disadvantage against infantry in close combat, representing the concept of a large enough unit getting through no-man's land and can take the trenches. What happens at defeat I am still thinking about. I wonder if it can be "re-incarnated" at the base as a fully fledged infantry unit to represent deeper re-inforcements. Perhaps on a dice roll? Also, maybe this ability can be attacked by heavy artillery and bombers. Just thoughts at the moment.
I was a big HITT fan, and always enjoyed the games I played. However, have moved back to HOTT as my primary rules to play and am thinking of selling my late war Germans and French. If anyone is interested I would be looking for a fair price, and happy to share pictures.
Here's an in-game photo of a Russo-Japanese War, HITT game that Eric Donaldson and I played recently.
An element of my Russians (15mm Frontier) are enduring a Barrage from Eric's Japanese, whose troops are in the far distance. The Barrage markers, entrenchments and wire, all scratch-built by Eric. (The Tsar's forces will get Dull-Coated once the weather warms up.)
Paul and I have been experimenting with Barrage rules. We don't play them like a HOTT God. We give the attacker 6 Barrage markers (seen above made out of clump foliage). He can place them next to barbed wire sections or troops after deployment but before the first turn. He then roles for each barrage hoping to remove wire or troops. Our simple simulation of a pre-attack barrage.